| Age | Commit message (Collapse) | Author |
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Split out StringEscapeUtil.
* Added StringEscapeUtil.
* Fix typo in unix quoting type.
* Small comment improvements.
* Try to fix linux linking issue.
* Fix typo.
* Attempt to fix linux link issue.
* Update VS proj even though nothing really changed.
* Fix another typo issue.
* Fix for windows issue.
Fixed bug.
* Make separate Utils for escaping.
* Fix typo.
* Split out into StringEscapeHandler.
* Windows shell does handle removing quotes (so remove code to remove them).
* Handle unescaping if not initiating using the shell.
* Slight improvement around shell like decoding.
* Simplify command extraction.
* Add shared-library category type.
* Fix bug in command extraction.
* Typo in transcendental category.
* Enable unit-test on in smoke test category.
* Make parsing failing output as a failing test.
* Fixes for transcendental tests. Disable tests that do not work.
* Changed category parsing.
* Removed the TestResult parameter from _gatherTestsForFile.
Made testsList only output.
* Remove testing if all tests were disabled.
* Make args of CommandLine always unescaped.
* Add category.
* Don't need escaping on unix/linux.
* Remove some no longer used functions.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Split out StringEscapeUtil.
* Added StringEscapeUtil.
* Fix typo in unix quoting type.
* Small comment improvements.
* Try to fix linux linking issue.
* Fix typo.
* Attempt to fix linux link issue.
* Update VS proj even though nothing really changed.
* Fix another typo issue.
* Fix for windows issue.
Fixed bug.
* Make separate Utils for escaping.
* Fix typo.
* Split out into StringEscapeHandler.
* Windows shell does handle removing quotes (so remove code to remove them).
* Handle unescaping if not initiating using the shell.
* Slight improvement around shell like decoding.
* Simplify command extraction.
* Add shared-library category type.
* Fix bug in command extraction.
* Typo in transcendental category.
* Enable unit-test on in smoke test category.
* Make parsing failing output as a failing test.
* Fixes for transcendental tests. Disable tests that do not work.
* Changed category parsing.
* Removed the TestResult parameter from _gatherTestsForFile.
Made testsList only output.
* Remove testing if all tests were disabled.
* Fix typo.
* Disable path canonical test on linux because CI issue.
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Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Pass LexerFlags to all lexing functionality that may output a diagnostic.
* Add test for lexing disabling issue.
* Improve tests.
Co-authored-by: Yong He <yonghe@outlook.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* WIP CUDA half support.
* Working support for half on CUDA - requires cuda_fp16.h and associated files can be found.
* Fix for win32 for unused funcs.
* Fix for Clang.
* Hack to disable unused local function warning.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Split of NodeTree.
Split out FileUtil.
Split out MacroWriter.
* Rename slang-cpp-extractor-main.cpp -> cpp-extractor-main.cpp
* First pass at extractor unit-tests
* Initial parsing of enum.
* Ability to disable/enable parsing of scope types.
* Initial support for typedef.
* Added operator== != to ArrayVIew.
Added test for splitting to unit tests.
* Improve comment in StringUtil.
* Fix comment.
* Fix typo.
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* Fixing `PseudoPtr` legalization and `gfx` lifetime issues.
* Fixing `model-viewer` example.
This change contains various fixes to bring `model-viewer` example to fully functional. These fixes include:
1. Add `spReflectionTypeLayout_getSubObjectRangeSpaceOffset` function to return the space index for a sub object referenced through a `ParameterBlock` binding.
2. Make sure `D3D12Device` specifies column major matrix order creating a Slang session.
3. Fix `platform::Window::close()` and `platform::Application::quit()`.
4. Fix memory leak during `model-viewer''s model loading.
5. Fix command buffer recording in `model-viewer`.
With these changes, model viewer can now produce an image with a gray cube. The lighting is still incorrect becuase the `gfx` shader object implementation still does not handle "pending layout" resulting from global existential parameters.
* Fix d3d12 root signature creation.
* Use row-major matrix layout in model-viewer
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Small improvements around uniqueIdentify and CacheFileSystem
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Fix bug causing infinite loop in parser.
* Add a faster path for LookAheadToken when the offset is 0.
* Fix typo introduced in last commit.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Made 64 bit requirement clearer for CUDA/PTX.
Added compile assert for NVRTC for 32 bit OS, that are known to require 64bit.
* Disabled location of NVRTC on linux/win x86.
* Only restrict NVRTC on windows
* Simplify checking on 64 bit windows for NVRTC.
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Made vector init combinations explicit.
* Add test for vector initialization.
* Small comment change - really just to retrigger TC.
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* Improve robustness of gfx lifetime management.
* fix clang error
* fix clang error
* Fix clang warning
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Not sure if this call to `addRef` is intentional, but it is causing memory leaks.
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In order to speed up compilation, the semantic checking step uses a cache for overload resolution in the case of an operator being applied to operations of basic scalar types and vectors/matrices thereof.
The logic for construct keys for that cache was defensive against the case of, e.g., `vector<int,N>` where the element count `N` of the vector was not a literal value but a generic parameter. For some reason it did not have equivalent safeguards for a case like `vector<T,2>` where the element type was not a basic type, and it would instead assume all vector/matrix types had basic types as their element type.
This change fixes the logic to make it properly defensive against this case.
Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Fix handling names in repro with :
Handle if file info is not set - which means it's contents was not loaded.
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This change originated as an attempt to re-enable a test case, but it has ended up disabling more tests (for good reasons) than it re-enables.
The main change here is a significant overhaul of the way that the D3D12 render path extracts information from the Slang reflection API to produce a root signature.
There were also some supporting fixes in the reflection information to make sure it returns what the D3D12 back-end needed.
The big picture here is that the D3D12 path now uses the descriptor ranges stored in the reflection data more or less directly.
It still needs to use register/space offset information queried via the "old" reflection API, but it only does so at the top level now, for the program and entry points themselves.
All other layout information is derived directly from what Slang provides.
Smaller changes:
* The "flat" reflection API was expanded to include `getBindingRangeDescriptorRangeCount()` which was clearly missing.
* The "flat" reflection results for a constant buffer or parameter block that didn't contain any uniform data and was mapped to a plain constant buffer needed to be fixed up. That logic is still way to subtle to be trusted.
* Several additional tests were disabled that relied on static specialization, global/entry-point generi type parameters, structured buffers of interfaces or other features we don't officially support with shader objects right now. All of the affected tests were somehow passing by sheer luck and because they often passed in specialization arguments via explicit `TEST_INPUT` lines.
* The `inteface-shader-param` test is re-enabled now that we can properly describe its input with the new `set` mode on `TEST_INPUT`
* `ShaderCursor::getElement()` can now be used on structure types (in addition to arrays) to support by-index access to fields
* The `TEST_INPUT` system was expanded to support both by-name and by-index setting of structure fields for aggregates
* The `TEST_INPUT` system was expanded to allow an `out` prefix to mark parts of an expression as outputs on a `set` lines
* The `TEST_INPUT` system was expanded so that anything that would be allowed on a `TEST_INPUT` line by itself (like `ubuffer(...)`) can now be used as a sub-expression on a `set` line
Co-authored-by: Yong He <yonghe@outlook.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Add mechanism to embed guid inside of type.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Split out compiler-core initially with just slang-source-loc.cpp
* More lexer, name, token to compiler-core.
* Split Lexer and Core diagnostics.
* Move slang-file-system to core.
* Add slang-file-system to core.
* More DownstreamCompiler into compiler-core
* Fix typo.
* Add compiler-core to bootstrap proj.
* Small fixes to premake
* For linux try with compiler-core
* Remove compiler-core from examples.
* Added NameConventionUtil to compiler-core
* Add global function to CharUtil to *hopefully* avoid linking issue.
* Hack to make linkage of CharUtil work on linux.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* First pass support for __LINE__ and __FILE__.
* Test include handling with __FILE__
Fix diagnostic compare when input is empty.
* Fix some issues in preprocessor handling of special macros like __LINE__
Add a more complex test.
* Use CONCAT2 in tests, because preprocessor doesn't quite get parameter expansion correct.
* Make __FILE__ and __LINE__ behave more like Clang/Gcc.
* A test for preprocessor bug.
* Fix __LINE__ and __FILE__ in macro expansion, should be initiating location.
* Fix some comments.
* Small tidy up around builtin macros.
* Small improvements for macro type names.
Escape found paths.
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This change allows the `TEST_INPUT` syntax used by `render-test` to support aggregate values with a single input line more easily.
The test writer can now use a syntax like:
```
//TEST_INPUT:set someVar = 3.0
```
Input lines that start with the `set` keyword will now use a simpler `dst = src` format (instead of `dst:name=src` as the existing syntax used). The right-hand side expression can include:
* Numeric literals, both integer and floating-point (currently only supporting 32-bit scalar types; we could fix this later)
* Arrays, consisting of zero or more comma-separated expressions inside `[]`
* Aggregates, consisting of zero or more comma-separated "fields" inside `{}`. A field can either be `name: <expr>` or just `<expr>`
* Objects, which can be written as either `new SomeType{ <fields> }` or `new{ <fields> }` in the case where the type is know-able from context
With this approach is should be possible to support almost arbitrary-type inputs on a single line. For now, I have used this support to re-enable an existing test that had been disabled due to lack of support for setting up arrays of objects.
Major things left to do:
* The new syntax doesn't support the existing cases we had for `Texture2D`, etc. Those should probably be supported but I'd like to find a way to do it without duplicating the parsing logic (ideally the value cases from the existing code should Just Work in the new model)
* There is no support right now for non-32-bit scalar types
* It would be good if this support (and the shader cursor system) supported treating vectors like aggregates
* The actual value-setting logic doesn't currently handle aggregates without field names, so `{ a:0, b:1 }` will work but `{ 0, 1 }` will parse but fail when it comes time to set values
* While this approach lets complicated values be set with a single line, that isn't always what a user will want to do: in the future we should provide a way to break up an aggregate value over multiple lines that is consistent with this approach
* Once we port all of the relvant tests over, it would be great to drop the `set` prefix and have these lines look as simple and conventional as possible
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* Append proper suffixes to 16-bit literals for GLSL
The GLSL output path wasn't putting suffixes on literals of 16-bit types, and that was leading to compilation errors in downstream `glslang`. This change adds the suffixes defined by `GL_EXT_shader_explicit_arithmetic_types`.
This change also wraps up 8-bit literals so that they are emitted as, e.g., `int8_t(1)` instead of just `1`, to make sure we don't have implicit conversions in the output GLSL that weren't implicit in the Slang IR. We similarly wrap floating-point special values like infinities in their desired types when the type is `float` (e.g., `double(1.0 / 0.0)` for a double-precision infinity).
Note: Standad IEEE 754 half-precision doesn't provide an encoding for infinite or not-a-number values, so it might be considered an error if we emit `half(1.0 / 0.0)` but there really isn't a significantly better alternative for us to emit.
* fixup
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The original goal of this change was to streamline the `TEST_INPUT` system by eliminating options that are no longer relevant once we have eliminated the non-shader-object execution paths. The result is more or less a re-implementation/refactor of the logic around how input is parsed and represented, that tries to set things up for a more general sytem going forward.
The main changes isthat the `ShaderInputLayout` no longer tracks a simple flat list of `ShaderInputLayoutEntry` (that is a kind of pseudo-union of the various buffer/texture/value cases), and it instead uses a hierarchical representation composed of `RefObject`-derived classes to represent "values."
There are several "simple" cases of values
* Textures
* Samplers
* Uniform/ordinary data (`uniform`)
* Buffers composed of uniform/ordinary data (`ubuffer`)
Then there are composed/aggregate values that nest other values:
* An *aggregate* value is a set of *fields* which are name/value pairs. It can be used to fill in a structure, for example.
* An *array* value is a list of values for the elements of an array. It can be used to fill out an array-of-textures parameter, for example.
* A combined texture/sampler value is a pair of a texture value and a sampler value (easy enough)
* An *object* holds an optional type name for a shader object to allocate (it defaults to the type that is "under" the current shader cursor when binding), and a nested value that describes how to fill in the contents of that object
Finally there are cases of values that are just syntactic sugar:
* A `cbuffer` is just shorthand for creating an object value with a nested uniform/ordinary data value
The big idea with this recursive structure is that it gives us a way to handle more arbitrary data types with name-based binding. Supporting this new capability requires changes to both how input layouts get parsed, and also how they get bound into shader objects.
On the parsing side, things have been refactored a bit so that parsing isn't a single monolithic routine. The refactor also tries to make it so that the various options on an input item (e.g., the `size=...` option for textures) are only supported on the relevant type of entry (so you can't specify as many useless options that will be ignored).
The bigger change to parsing is that it now supports a hierarchical structure, where certain input elements like `begin_array` can push a new "parent" value onto a stack, and subsequent `TEST_INPUT` lines will be parsed as children of that item until a matching `end` item. This approach means that we can now in principle describe arbitrary hierarchical structures as part of test input without endlessly increasing the complexity of invididual `TEST_INPUT` lines.
On the binding side, we now have a central recursive operation called `assign(ShaderCursor, ShaderInputLayout::ValPtr)` that assigns from a parsed `ShaderInputLayout` value to a particular cursor. That operation can then recurse on the fields/elements/contents of whatever the cursor points to.
Major open directions:
* With this change it is still necessary to use `uniform` entries to set things like individual integers or `float`s and that is a little silly. It would be good to have some streamlines cases for setting individual scalar values.
* Further, once we have a hierarchical representation of the values for `TEST_INPUT` lines, it becomes clear that we really ought to move to a format more like `TEST_INPUT: dstLocation = srcValue;` where `srcValue` is some kind of hierarchial expression grammar. Refactoring things in this way should make the binding logic even more clear and easy to understand. The refactored parser should make parsing hierarchical expressions easier to do in the future (even if it uses the push/pop model for now)
* One detailed note is that the representation of buffers in this change is kind of a compromise. Just as an "object" value is a thin wrapper around a recursively-contained value for its "content" it seems clear that a buffer could be represented as a wrapper around a content value that could include hierarchical aggregates/objects instead of just flat binary data (this would be important for things like a buffer over a structure type that lays out different on different targets). The main problem right now with changing the representation is actually needing to compute the size of a buffer based on its content, so that can/should be addressed in a subsequent change.
Details:
* The base `RenderTestApp` class and the `ShaderObjectRenderTestApp` classes have been merged, since the hierarchy no longer serves any purpose.
* Disabled the tess that rely on `StructuredBuffer<IWhatever>` because they aren't really supported by our current shader object implementation
* Replaced used of `Uniform` and `root_constants` in `TEST_INPUT` lines with just `uniform`
* Removed a bunch of uses of `stride` from `cbuffer` inputs, where it wasn't really correct/meaningful
* Added the `copyBuffer()` operation to VK/D3D renderers, along with some missing `Usage` cases to support it.
* Made `ShaderCursor` handle the logic to look up a name in the entry points of a root shader object, rather than just having that logic in `render-test`. (We probably need to make a clear design choice on this issue)
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* Improve Vulkan shader-objects implementation.
1. Null bindings no longer crashes.
2. No longer copies push constants to staging CPU buffer before setting it into command buffer. The entry-point shader object now directly sets it into command buffer upon `bindObject` call.
* Update comments
* Fix
* Re-enable 3 tests.
Improved vulkan implementation so that each shader object is responsible for creating descriptor sets on-demand.
Fixed slang reflection to correctly report `ParameterBlock` binding.
* Fix gcc compile error.
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* Reimplement Vulkan shader objects.
This change reimplements Vulkan shader objects in the `gfx` layer so that it is no longer layered on top of the `DescriptorSet` abstraction. Since this is the last implementation that uses `DescriptorSet`, the change also removes all `DescriptorSet` related API from public `gfx` interface.
The Vulkan implementation now passes all test cases, but it still have two issues:
1. The PushConstant setting is not correct, this is because we don't seem to be able to get correct reflection data about the size of push constants for an entry-point.
2. The `shader-toy` example can't run on Vulkan, because it currently sets nullptr to `Texture` bindings, and this change doesn't properly handle setting resource to null in `ShaderObject`s yet. If we can use the `nullDescriptor` feature on vulkan, this implementation will be simple. However we still want to decide whether we want to use a Vulkan 1.2 feature for this.
* Fix up
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(#1759)
A recent change broke code that uses `RayTracingAccelerationStructure` in non-RT shader stages for Vulkan/GLSL when also *not* doing any ray tracing in the shader code.
A recent fix patched that up for code using `GL_EXT_ray_tracing` and/or `GL_EXT_ray_query`, but that fix didn't apply on the path that uses `GL_NV_ray_tracing` via an opt-in.
This change fixes that gap and checks in a test for it.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Use capability system in docs.
Simplify how requirements/availability is produced.
* Small fixes in output of availablity.
* Updated stdlib doc.
* Small improvements.
* Added doc test type.
Improved readability of straight .md text
Made -doc option output to diagnostic stream.
* Add test for checking requirements info is correctly extracted.
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
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* Fix handling of RT accelerations structures for non-RT stages
The recent change that added support for the `GL_EXT_ray_query` extension made is so that a shader that declares a `RaytracingAccelerationStructure` as an input to a non-RT shader stage but then never *uses* it wouldn't enable any RT extension, resulting in a compilation failure in glslang.
This change reverts that behavior so that such shaders enable `GL_EXT_ray_tracing`, since that is the older of the two RT extensions that introduce `accelerationStructureEXT`. It is possible that we will need to revisit this decision based on which of the two extensions ends up being more broadly supported, but I think that right now it is fair to say that there exist drivers that support `GL_EXT_ray_tracing` but not `GL_EXT_ray_query`, so the former is the better default.
* fixup: failing test
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Use capability system in docs.
Simplify how requirements/availability is produced.
* Small fixes in output of availablity.
* Updated stdlib doc.
* Small improvements.
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
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* Add a CPU renderer implementation
This change adds a CPU back-end to `gfx` and ensures that most of our existing CPU tests pass when using it.
Detailed notes:
* Most of the CPU renderer implementation is copy-pasted from the CUDA case, so they share a lot of similar logic
* The main addition to the CPU renderer is a semi-complete implementation of host-memory textures. The logic here handles all the main shapes (Buffer, 1D, 2D, 3D, Cube) and all the currently-supported `Format`s that are sample-able as-is (no D24S8). The implementation is not intended to be fast, and it currently only does nearest-neighbor sampling, but otherwise it tries to avoid cutting too many corners and should be ar reasonable starting point for a more complete (but not performance-oriented) implementation.
* Refactored the CPU prelude `IRWTexture` interface to inherit from `ITexture`, since in most cases a single type will end up implementing both. It might be worth it to collapse it all down to a single interface later.
* Changed the CPU prelude `ITexture`/`IRWTexture` interface so that it takes both a pointer *and* a size for output arguments. This change seems necessary to allow a shader variable declared as a `Texture2D<float>` to fetch a single `float` when the underlying texture might be using RGBA32F.
* Added to the `IComponentType` public API so that we can query a "host callable" for an entry point and not just a binary.
* Turned off the `-shaderobj` flag on two tests that weren't yet compatible with shader objects but still had the flag left in on the path (since previously the CPU path always used the non-`gfx` non-shader-object logic anyway)
* Disabled one test (`dynamic-dispatch-11`) that relied on the `ConstantBuffer<IInterface>` idiom that we know we are planning to chagne soon anyway.
* Made a few changes to the CUDA path to bring it into line with what I added for the CPU path. These were mostly bug fixes around indexing logic for sub-objects and resources.
* fixup
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* #include an absolute path didn't work - because paths were taken to always be relative.
* MarkDown -> Markdown
slang-doc-mark-down -> slang-doc-markdown-writer
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Split out AST 'printing'.
* Replace listener with List<Section>
* Section -> Part.
* Kind -> Type Flags -> Kind for ASTPrinter::Part
* Improve comments around ASTPrinter.
* toString -> toText on Val derived types. toText appends to a StringBuilder.
* Added toSlice free function.
Added operator<< for Val derived types.
Use << where appropriate in doing toText.
* More work at mark down output.
* Fill in sourceloc for enum case.
Add more sophisticated location determination for EnumCase.
Refactored documentation output into DocMarkdownWriter.
* Improvements for sig output.
* Split up slang-doc into extractor and writer.
* WIP generic support for doc support.
* Some refactoring to make DocExtractor have potential to be used without Decls.
* Made doc extraction work without Decls.
* Output generic parameters.
* Add generic parameter extraction.
* Added writing variables.
* Add an interface test.
* Fix toArray.
* Support for extensions, and inheritance.
* Disable the doc test.
* Added flags to compileStdLib.
* More work around handling generics in markdown output.
* More improvements around associated type handling.
* List method names only once.
Output in/out/inout/const
* Fix namespace printing.
* WIP summarizing doc output.
* Small fixes and improvements for doc output.
* Output all stdlib in single doc file.
* Remove compile flags from addBuiltinSource.
* Find only unique signatures.
First pass at trying to get requirements.
* First pass at requirements for stdlib docs.
* Remove __ function/methods
* Added Target Availability
* Add markup access.
Make sections of stdlib hidden.
* MarkdownAccess -> Visibility
Add isVisible methods
Use ASTPrinter to print decl name.
* Add current stdlib doc output.
* Disable doc test for now.
* Fix clang issue.
* Don't use bullets and numbering , just use numbering.
* Put methods in source order.
* Fix bad-operator-call.slang test that fails because it now outputs out parameters as such.
* Refactor MarkDownWriter to separate 'extraction' from output.
* Fix typo around @ lines.
* Fix issue with extracting 'before' when preceeded by complex attributes/modifiers.
* Fix handling of generics with the same name.
* Work around for having overloading with generics - we don't want to output generic params as part of name.
* Remove generic paramters from name.
* Simplify handling of outputting overridable names.
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This change originally started with the simple goal of allowing generic functions with default argument values on their parameters to work:
```
void someFunction<T>(T value, int optional = 0);
```
The core problem there was that the compiler code was (correctly) anticipate the case where the default argument value for a parameter depends on a generic parameter, such as:
```
interface IDefaultable { static This getDefault(); }
void anotherFunction<T : IDefaultable>(T first, T second = T.getDefault());
```
Supporting this latter case requires some kind of ability to apply subsitutions to an `Expr`, but our compiler logic simply errored out in that case. The first major fix that went into this change was to add a new `SubstExpr<T>` type that behaves a lot like `DeclRef<T>` in that it stores a `T*` plus a set of substititions that need to be applied to it.
In addition, it was found that even if `anotherFunction<ConcreteType>(...)` might work, when generic argument inference was used for just `anotherFunction(...)` would fail because it includes a strict match on the number of arguments/parameters in the call expression.
The next problem that arose was that the test I'd created used an interace with an `__init` requirement, and it appeared that our code generation didn't work for that case:
```
interface IStuff { __init(int val); }
void f<T : IStuff>(T x = T(0));
```
In this case, the `T(0)` initialization would get compiled to `(ConcreteType) 0` in the output rather than calling the function generated for the `__init` inside `ConcreteType`. The basic problem there was a bit of crufty old logic we have in place to work around the large number of `__init` declarations in the stdlib that don't have proper `__intrinsic_op` modifiers on them. We really need to fix the underlying problem there, but I worked around it by having the IR lowering pass only do its workaround magic on stdlib declarations.
The next problem down this line was that my test had two different `__init` declarations in the concrete type and the logic for checking interface conformance was picking the wrong one to satisfying an interface requirement despite it being obviously wrong (not even the right number of parameter).
This last problem led me down the rabbit-hole of trying to actually get our semantic checking for interface requirements right. There were a few pieces to that work:
* Actually checking that the parameter and result types for two callables match is the simple part. If that was all that would be required we would have implement this logic a long time ago.
* Next we have to deal with functions that make use of the `This` type, associated types, etc. We have to know that when the interface uses `This`, we want to treat that as equivalent to `ConcreteType`, and similarly for associated types. Getting that working is mostly a matter of setting up a this-type subsitution for the interface member being checked.
* Finally, when comparing generic declarations like `IBase::doThing<T>` and `Derived::doThing<U>` we need to deal with the way that `T` and `U` represent the "same" logical type parameter, but are distinct `Decl`s. This is handled by specializing the base declaration to the parameters of the derived one (e.g., forming `IBase::doThing<U>` using the `U` from `Derived::doThing`).
The result seems to be passing our tests, but there are still a few gotchas lurking, I'm sure.
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This was a fairly straightforward addition once I found the correct GLSL extension spec to use.
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* Refactor window library.
* Fix project file
* Fix warnings.
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For the most part, this translation is straightforward because the `GL_EXT_ray_query` extension is well aligned with the DXR 1.1 `RayQuery` feature. Many function map one-to-one from one extension to the other.
A few notable details:
* The equivalent of the `RayQuery<Flags>` type is non-generic in GLSL, and the GLSL path previously didn't have support for trying to look up an intrinsic type name on an IR type declaration, so that required some tweaks to the emit logic.
* All the GLSL functions are free functions instead of member functions, but our IR doesn't recognize that distinction anyway
* The main `TraceRayInline()` call is the one that took the most tweaking, just because it takes a `RayDesc` structure for D3D/HLSL but takes individual vector sand scalars for VK/GLSL. The approach here is a standard one for how we manage this stuff in the stdlib (and I wanted to avoid adding even more `$` magic for intrinsics).
* For several other calls, the HLSL API had distinct `Candidate***()` and `Committed***()` calls that return information about a candidate hit vs. the one committed into the query. In contrast, the GLSL API uses a single call that takes an additional "must be compile-time constant" `bool` parameter to select between the two behaviors. This is even the case for one call that basically returns a value of a different `enum` type depending on the state of that `bool`. The D3D API model here seems almost strictly better and I have no idea why the GLSL extension was defined this way.
* Because both the `GL_EXT_ray_query` and `GL_EXT_ray_tracing` extensions declare the `accelerationStructureEXT` type, we can no longer infer what extension is supposed to be used based only on the presene of such a type. The logic right now is a bit slippery, because in theory a program that declares an acceleration structure but never traces into it could end up getting a compilation error now. We will have to see if that corner case comes up in practice. :(
The one big detail that is looming after doing this work is that both the HLSL and GLSL exposures of ray queries are extremely "slippery" about the actual identity of queries (e.g., when is one query a copy of another, vs. just being a new variable that references the existing query). Somehow queries get their identity from the original declaration, and as such our "default constructor" approach to them seems semanticay correct, but the whole thing is kind of slippery at a foundational level and I don't know how to fix it with the API as defined. Oh well; just something to keep an eye on.
Co-authored-by: Yong He <yonghe@outlook.com>
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Split out AST 'printing'.
* Replace listener with List<Section>
* Section -> Part.
* Kind -> Type Flags -> Kind for ASTPrinter::Part
* Improve comments around ASTPrinter.
* toString -> toText on Val derived types. toText appends to a StringBuilder.
* Added toSlice free function.
Added operator<< for Val derived types.
Use << where appropriate in doing toText.
* More work at mark down output.
* Fill in sourceloc for enum case.
Add more sophisticated location determination for EnumCase.
Refactored documentation output into DocMarkdownWriter.
* Improvements for sig output.
* Split up slang-doc into extractor and writer.
* WIP generic support for doc support.
* Some refactoring to make DocExtractor have potential to be used without Decls.
* Made doc extraction work without Decls.
* Output generic parameters.
* Add generic parameter extraction.
* Added writing variables.
* Add an interface test.
* Fix toArray.
* Support for extensions, and inheritance.
* Disable the doc test.
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
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* Cache stdlib when creating global session.
* Fix
* Fix
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This change allows varying fragment shader inputs to be declared in a way that allows the `GetAttributeAtVertex` operation to compile to valid code for both D3D and GLSL/SPIR-V/Vulkan.
The key is that rather than just use ordinary `nointerpolation`-qualified inputs the code must declare these varying inputs with a new `pervertex` qualifier that marks them as *only* being usable with `GetAttributeAtVertex`. The `pervertex`-tagged inputs then translate to GLSL inputs using the `pervertexNV` qualifier
Note that this change does *not* include any enforcement of the requirements around how these qualifiers are used (and the compiler doesn't have enforcement for the existing operations like `EvaluateAttributeAtCentroid`). The underlying problem is that the inerpolation-mode qualifiers and explicit interpolation functions in HLSL constitute a kind of rate-qualified type system, but without any systematic rules. It seems wasteful to encode a bunch of ad hoc rules for this stuff as special cases in the compiler when the clear right answer is to implement a systematic approach to rates.
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This change tidies up some code related to the handling of declarators for the purpose of "unparsing" types into C-like declarations. The big change is that the `EDeclarator` type is changed to `DeclaratorInfo` and now has a bit of a subtype hierarchy under it rather than just using a `union`. The declarations have been moved to the header for CLikeSourceEmitter` so that they can be used by subclasses.
I also removed the `IRDeclaratorInfo` type that was being declared but never actually used, and moved the case for pointers from that type into the main `EDeclarator`/`DeclaratorInfo`.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* First pass at handling 'names' that are too long in GLSL output.
* Test to check functionality with very long func name.
* Add access a long names buffer.
* Fix typo in assert.
Fix issue with coercion error for 1.0f / 0x7fffffff
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
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* Add command-line control over SPIR-V version
By default the Slang compiler policy is usually to produce output with the fewest dependencies possible. If input code can be encoded as SPIR-V 1.0, that is what we will use by default. The catch here is that in some cases later SPIR-V versions introduced improvements to the encoding that can affect performance (e.g., around large global arrays of constants), so that a user might explicitly want to require a newer SPIR-V version (restricting the driver versions their code can work on) in the hopes of seeing better performance.
This change uses the system of capabilities that was previously introduced so that an option like `-profile glsl_450+spirv_1_5` can be used to explicitly request a specific SPIR-V version. Consistent with the existing implementation, the requested version will be taken as a minimum, and the final version might be higher based on other requirements (e.g., use of intrinsic functions that require a higher version).
The test case included here is a little iffy in terms of long-term maintanenace. It relies on having both a `.slang` file and a `.glsl` file that we compile with the same options and then compare the SPIR-V, but that means there is no direct testing that the output SPIR-V actually uses the necessary version. If we break the inference of SPIR-V versions for both the regular and pass-through paths at once, this test won't flag the problem. A better test is probably needed soon.
This change *only* adds support for controlling the SPIR-V version via capabilities specified via the command line or API. It would be nice to a future change to allow something like `[require(spirv_1_5)]` to be added to an entry point function to allow the user to embed their expectation/requirement into the source code.
* fixup: clang warning
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Split out AST 'printing'.
* Replace listener with List<Section>
* Section -> Part.
* Kind -> Type Flags -> Kind for ASTPrinter::Part
* Improve comments around ASTPrinter.
* toString -> toText on Val derived types. toText appends to a StringBuilder.
* Added toSlice free function.
Added operator<< for Val derived types.
Use << where appropriate in doing toText.
* More work at mark down output.
* Fill in sourceloc for enum case.
Add more sophisticated location determination for EnumCase.
Refactored documentation output into DocMarkdownWriter.
* Improvements for sig output.
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The underlying problem here requires that we have an object-like macro with an expansion that starts with a non-identifier token:
```
```
Then we need a function-like macro that uses a token paste in a way that can expand to that object-like macro:
```
```
Finally, for the specific case a user ran into, we need to invoke that function-like macro in the context of a preprocessor conditional expression:
```
// ...
#error "unimplemented"
```
The way a problem manifest is that the preprocessor logic that handles conditional expressions tries to "peek" one token ahead and see what is coming, and while the peeking logic handles macro expansion it does *not* handle token pasting right now. That means that the peek operation sees `MY_FEATURE` and assumes that it is seeing an identifier in a preprocessor conditional that doesn't have a macro expansion. The logic then goes on to read the token, but what it gets back is *not* an identifier, and is instead the numeric literal token `1`, because the reading logic handles token pasting.
The quick fix I applied here is to make the logic that deals with preprocessor conditionals go ahead and automatically consume a token from the input, and then decide what to do based on that token, so that it always makes use of the reading logic that handles token pasting.
The lingering problem is that we still have cases in the preprocessor that use the peeking logic which doesn't handle pasting, and we might find that those cases have reason to want the same kind of expansion behavior we needed here. A more systematic fix would be to have the peeking logic automatically handle token pasting as well as macro expansion, but doing so would be a more complicated change because detecting the `##` when peeking ahead requires two tokens of lookahead, and our current implementation only assumes we can support one.
Co-authored-by: Yong He <yonghe@outlook.com>
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* Explicit swapchain interface in `gfx`.
* Correctly return nullptr when `IRenderer` creation failed.
* Fix crashes on CUDA tests.
* Cleanups.
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This operation was added along with the `SV_Barycentrics` system-value input, and allows for a `nointerpolation` varying input to a fragment shader to be fetched at a specific vertex index within the primitive that is causing the fragment shader to be invoked.
This change adds support for the new operations in the standard library, and also includes a test case to make sure that we emit it correctly when producing HLSL/DXIL.
This change also includes a small bug fix to our emission logic for function parameters so that we properly emit layout-related attributes for varying parameters declared directly on an entry point.
(Note that most attribute end up being declared in `struct` types in existing HLSL shaders, and our IR passes produce only global variables for attributes on GLSL; the only case this affects is inidividual scalar/vector attributes declared declared as entry-point parameters, when outputting HLSL)
Note that this change only adds support for the new function on the HLSL/DXIL path, and doesn't yet add any cross-compilation support for GLSL/SPIR-V. The reason for this is that the equivalent GLSL feature(s) appear to use a different model to the HLSL version, and we need to invent a suitable approach to align them to make portable code possible.
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