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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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* #include an absolute path didn't work - because paths were taken to always be relative.
* WIP extracting source documentation.
* WIP doc extraction.
* More stuff around doc markup extraction.
* More WIP around doc extraction.
* Fix some indexing issues.
* Initial doc extraction working.
* Renaming of types in markup extraction process.
* Extracting markup content.
Removing indenting.
Other fixes and improvements around document tools.
* WIP support for documentation system.
* Remove some commented out sections.
* Remove some comments that no longer apply.
* Improvements around SourceFile - such that more granularity around line ops.
Made some functionality explicitly work without source.
Improved Doc types nameing.
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The `AdvanceIfMatch()` method was introduced to the parser as a way to avoid infinite loops when parsing nested list structures (e.g., `()`-enclosed parameter lists). The basic idea is that it tries to detect if we have scanned "too far" looking for a closing token, and reports a match to whatever logic was doing the looping to break the statemate.
Unfortunately, the `TryRecoverBefore` logic was changed at some point so that it doesn't necessarily advance any tokens at all, because we generally don't want to skip over a `}` while searching for a `)`. As a result, we could still end up in an infinite loop where we didn't consume any additional tokens as part of recovery, but wouldn't bail out of the search for a match.
This change tries to introduce a slightly more systematic setup where `AdvanceIfMatch` is now parameterized on a type of matched token pair (not just the closing token), and each such matched token pair introduces a list of tokens where if we see them as our lookahead we should bail out (e.g., when looking for a `)` we should give up the search upon seeing a `}`).
After installing that fix I found that my simple test case still gave a surprising error because when mistakenly parsing a function body the parser would look for a `{` and then a `}` to close the body. The search for a closing `}` could accidentally consume a `}` meant for an outer scope, and lead to a cascading failure. I madea quick fix to the parsing of block statements so that we don't look for a closing `}` if we never had an opening `{`, but that isn't really a systematic solution like we truly need.
For now, these fixes will avoid the infinite-loop case, and should give a better diagnostic in the case a user ran into, but we need to take time to do some more top-down work on the parser sooner or later.
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Both D3D "rasterizer ordered views" (ROVs) and GLSL "fragment shader interlock" (FSI) are aimed at the same basic use case: they allow for fragment shaders to contain operations that require mutual exclusion and/or deterinistics ordering between fragment shader invocations that affect the same framebuffer coordinates. The language-level exposure of the features varies greatly between the two API families, though:
* ROVs define an implicit ordering and mutual exclusion constraint: certain resoure parameters are marked as `RasterizerOrdered`, and reads/writes to these resources must be sequences *as if* fragment-shader invocations ran in sequential order for each pixel.
* FSI defines paired begin/end functions that mark a critical section of code. All memory operations in the critical section must be sequences *as if* fragment-shader invocations ran in sequential order for each pixel. In order to make this model tractable, only a single critical section is allowed per fragment shader, and the begin/end must appear at the top level of the shader entry point function (not under control flow or after a possible conditional `return`.
The simplest way for Slang to support portable programs that run across both API families is to insist that code that cares about these ordering guarantees must use *both* mechanisms, and then each of them will only affect the API that cares about it.
Slang already supports ROV resource types, and already lowers them to plain textures for GLSL/SPIR-V.
This change adds the missing feature of a begin/end function pair for FSI, which will map to empty functions on non-GLSL targets.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* WIP: First pass in supporting output of line error information.
* Add support for lexing to better be able to indicate SourceLocation information.
* Fix lexer usage in DiagnosticSink in C++ extractor.
* Update diagnostics tests to have line location info.
* Fixed test expected output that now have source location information in them.
* Better handling of tab.
* Fix test expected results for tabbing change.
* DiagnosticLexer -> DiagnosticSink::SourceLocationLexer
Added line continuation tests.
* Fix typo.
* Added String::appendRepeatedChar
* Change to rerun tests.
* Added source locations to IR dumping.
* Output column for IR dump source loc.
* Add support for closing brace location to AST.
Use closing brace location in lowering when adding return void.
* Set the source location through SourceLoc - simplifies identifying if current loc is valid.
* Copy terminator sloc.
* Test for improved #line handling.
* Made writer the last parameter for dumpIR.
Small improvements to comments.
* Disable sloc output on dump IR by default.
* Fix issue with #line and inlining.
* Fix for output with improved #line output.
* Small comment change - mainly to kick off TC build.
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
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* Add `SampleGrad` overload for lod clamp.
* Fix gfx to run the test on vulkan.
* Whitespace change to trigger CI build
* remove presentFrame call in render-test
Co-authored-by: Yong He <yhe@nvidia.com>
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
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The purpose of these changes is to make the `shader-object` example work correctly on CUDA.
Originally I had tried to add changes to the "flat" reflection information so that it introduced descriptor ranges to match the binding ranges it added for interface/existential-type fields. This approach helped the CUDA code that was using that information to try and compute uniform offsets for those fields, but it broke most of the other renderer back-ends. Instead, I removed the relevant asserts from `CUDAShaderObject::setObject()`.
Note taht there are leftover changes from my edits to the flat reflection information, around how it handles "leaf" fields that consume multiple resource kinds. I believe that those changes are, on balance, "more correct" now than they were before, so I decided to leave them in.
The other major fix here is to specialize the `CUDAShaderObject::setObject()` logic to handle the case of setting a shader object for a parameter that has interface type instead of a constant-buffer or parameter block. Mostly I just copy bytes from the child object into the parent object. There are a few caveats, though:
* I am not writing the RTTI or witness-table information, so dynamic dispatch won't work.
* I am assuming a hard-coded offset of 16 bytes for the any-value, which will work for now but is a bit too "magical" and might also break once we support conjunctions of interfaces with dynamic dispatch
* I am assuming that the child value to be writen into the field will "fit" into the any-value area. We need some way to determine whether or not things fit dynamically (ideally using the reflection data), and adapt accordingly.
* I had to add another method on the base CUDA shader object type to handle setting data using a device-memory pointr instead of a host-memory pointer
* There's not a lot we can do about it, but in the case of assigning an ordinary `CUDAShaderObject` into an interface-type field of a `CUDAEntryPointShaderObject` we end up needing to perform a device->host memory copy, because the bytes of the value will have already been written to GPU memory, but need to be in GPU memory for the dispatch call.
* The implementation I'm using here basically assumes that the child shader object must have been finalized before it gets plugged into the parent shader object. We haven't yet made a policy decision about that bit.
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* Add an accessor for IRInst opcode
This main changing is renaming `IRInst::op` over to `IRInst::m_op` and then adds an accessor `IRInst::getOp()` to read it. The rest of the changes are just changing use sites to `getOp` (or to `m_op` in the limited cases where we write to it).
This work is in anticipation of a future change that might need to store an extra bit in the same field as the opcode. It seemed better to do this massive refactoring as a separate PR.
* fixup
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This change adds initial support for a feature being proposed for inclusion in dxc: https://github.com/microsoft/DirectXShaderCompiler/pull/3171.
The main features are:
* A `[payload]` attribute that indicates which `struct` types are intended to be used as payloads. Consistent use of this attribute should mean that an application no longer needs to manually specify a maximum payload size when creating a ray-tracing pipeline.
* `read(...)` and `write(...)` qualifiers which can be attached to fields of `struct` types (usually `[payload]`-attributed types) to indicate which ray tracing pipeline stages are allowed read/write access to that part of the payload. Use of these qualifiers should allow an implementation to optimize storage of ray payload elements across RT pipeline stages.
The work in this change just adds basic parsing for these features, translation to matching IR decorations, and then emission of HLSL text based on those decorations.
Notable gaps in this first change include:
* No work is currently being done to validate access to ray payloads in RT entry points based on these qualifiers.
* The stage names in `read(...)` and `write(...)` are not being validated, and are being stored in the IR as text. These should probably use the `Stage` enumeration in some fashion, but we would need to have a way to encode the additional `caller` pseudo-stage that the feature uses.
* No work is currently being done to adjust or react to the chosen shader model when emitting HLSL code. We should *either* have these attributes force a switch to a higher shader model, *or* skip emission of these attributes if the chosen shader model / profile does not imply support for them.
* No tests are currently included for this work, because tests would rely on using a custom `dxcompiler.dll` build with the new feature supported.
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* Support `bit_cast` between complex types.
* Fix vs project file
* Fix clang build error
* fix
* fix
* Fix
* FIx
* Fix
* Fix
* Fix
* Fix
* Fix linux compile error
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.
* WIP: First pass in supporting output of line error information.
* Add support for lexing to better be able to indicate SourceLocation information.
* Fix lexer usage in DiagnosticSink in C++ extractor.
* Update diagnostics tests to have line location info.
* Fixed test expected output that now have source location information in them.
* Better handling of tab.
* Fix test expected results for tabbing change.
* DiagnosticLexer -> DiagnosticSink::SourceLocationLexer
Added line continuation tests.
* Fix typo.
* Added String::appendRepeatedChar
* Change to rerun tests.
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
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The underlying problem here is that our `SharedIRBuilder` (which currently owns the "global" value-numbering map) has a subtle invariant ("subtle" in the sense of "dangerous and bad"). The value-numbering map stores `IRInst`s for things like constants and types, and if those instructions end up getting modified or deleted (deleting an instruction currently runs its destructor but does not free the pool-allocated memory), then it is possible for the computed hash code for an instruction to no longer match what it was when it was inserted.
The trigger in this case was a use of the `IRInst::removeAndDeallocate()` operation inside of the AST-to-IR lowering pass, which uses a single `SharedIRBuilder`. If that `removeAndDeallocate()` happens to apply to a value in the value-numbering map, then it risks breaking the next time the map gets rehashed.
The short-term fix here is simple: never try to delete an instruction during IR lowering, even if it is known to be unused. Instead, we can rely on the subsequent DCE pass to eliminate the instruction.
A longer-term fix here would involve fixing our entire strategy around value numbering. We know we need to do that, but that would be a big enough change that it couldn't be pursued as part of a simple bug fix like this.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Copy source loc information when inlining.
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The basic feature here is the ability to use the `&` operator to produce the conjunction/intersection of two interfaces. That is, you can have interfaces:
interface IFirst { int getFirst(); }
interface ISecond { int getSecoond(); }
and if you need a generic function where the type parameter `T` must conform to *both* of these interfaces, you express that by constraining the parameter to the intersection of the interfaces:
void someFunction<T : IFirst & ISecond>(T value) { ... }
Without this feature, the main alternative an application would have is to define an intermediate interface, like:
interface IBoth : IFirst, ISecond {}
Forcing users to deal with an intermediate interface creates more work for type authors (they need to remember to inherit from the right combined interface(s)), or for `extension` authors (when you add `ISecond` to a type that used to just support `IFirst`, you had better also add `IBoth`). In the worst case, a family of N related "leaf" interfaces would give rise to an exponential number of intermediate interfaces to represnt the possible combinations.
A conjunction like `IFirst & ISecond` is officially its own type, and can be used to declare a type alias:
typealias IBoth = IFirst & ISecond;
This change only includes the first pass of work on this feature, so there are several caveats to be aware of:
* Using a conjunction as part of an inheritance clause is not yet supported (e.g., `struct X : IFirst & ISecond`). This is true even if the conjunction was introduced by an intermediate `typealias`
* The `&` syntax introduced here is only parsed in places where only a type (not an expression) is possible. This means you cannot do things like cast to a conjunction with `(IFirst & ISecond)(someValue)`.
* This work *should* apply to conjunctions of more than two interfaces (like `IA & IB & IC`) but that has not yet been tested
* In the long run it may be sensible to allow conjunctions that use concrete types, but we really ought to have the semantic checking logic rule that out for now.
* During testing, I encountered compiler crashes when trying to use this feature together with `property` declarations. Further investigation and debugging is called for.
* The handling of conjunction types is currently incomplete, in that there are many equivalences the compiler does not yet understand. For example, it is clear that `IA & IB` is equivalent to `IB & IA`, but the compiler currently does not understand this and will treat them as different types. A deeper implementation approach is called for.
* Conjunctions are currently only supported for generic type parameter constraints, when performing full specialization. Use of conjunctions for existential-type value parameters or with dynamic dispatch is not yet supported.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* WIP diagnostics for line number output.
* Small param naming change
* Use x macro for pass through compile human name lookup/getting.
* WIP on parsing downstream compiler output.
* Split out parsing into ParseDiagnosticUtil.
Added test result of single line.
* Dump out the std output on fail to parse diagnostics.
* Change test type for syntax-error-intrinsic.slang be TEST not TEST_DIAGNOSTIC
* Use Index for StringUtil.
* WIP: First pass support for parsing Slang diagnostics.
* WIP Testing comparing with ParseDiagnosticUtil with previous ad-hoc mechanism.
* Use the new parsing mechanism for diagnostic comparisons.
* Fix layout on GLSL, doesn't have CR so runs into main.
* Split out switch on outputting intrinsic 'specials'.
Output code around intrinsic as emit - so that we get the appropriate indenting (and potentially other benefits).
* Improvements to diagnostics parsing.
Better error handling, and fallback handling.
Added ability to parse downstream compilers without a prefix.
Added ability to parse Slang with a prefix.
* DownstreamDiagnostic::Type -> Severity and related fixes.
* Small fixes around moving from DownstreamDiagnostic::Type -> Severity
* Fix handling of 'special intrinsic' expansion
* Split out the handling of intrinsic expansion into it's own type and files.
* Fixes to reading expected output - for SimpleLine test.
* Test using += to check #line output.
* A test around += and return.
* Small comment fixes.
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.
* WIP diagnostics for line number output.
* Small param naming change
* Use x macro for pass through compile human name lookup/getting.
* WIP on parsing downstream compiler output.
* Split out parsing into ParseDiagnosticUtil.
Added test result of single line.
* Dump out the std output on fail to parse diagnostics.
* Change test type for syntax-error-intrinsic.slang be TEST not TEST_DIAGNOSTIC
* Use Index for StringUtil.
* WIP: First pass support for parsing Slang diagnostics.
* WIP Testing comparing with ParseDiagnosticUtil with previous ad-hoc mechanism.
* Use the new parsing mechanism for diagnostic comparisons.
* Improvements to diagnostics parsing.
Better error handling, and fallback handling.
Added ability to parse downstream compilers without a prefix.
Added ability to parse Slang with a prefix.
* DownstreamDiagnostic::Type -> Severity and related fixes.
* Small fixes around moving from DownstreamDiagnostic::Type -> Severity
* Small comment fixes.
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
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This change pertains to `static` variables in function scope (including things like methods, initializers, property accessors, etc.). Note that it does *not* have anything to do with global-scope `static` variables or with `static const` variables (whether inside a function or not).
The old code generation strategy had a lot of "clever" code to deal with the problem of a `static` variable inside a generic function (or inside a function inside a generic type, etc.). Basically, if you had input code like:
int myFunc<T>(int newVal) {
static int state = 0;
int result = state;
state = newVal;
return result;
}
The language semantics are that `myFunc<float3>` should have a different `state` variable than `myFunc<int2>`. The way that the existing codegen handled that was to generate the `state` variable into its own dedicated `IRGeneric`. Something like:
generic myFunc_state<T0> { global_var g_ptr : int*; return g_ptr; }
generic myFunc<T1> {
func f(int newVal) {
let result : int = load(state<T>);
store(state<T1>, newVal);
return result;
}
}
The catch there is that you end up needing to generate an entire second `IRGeneric`, and then references to `state` need to explicitly use `specialize` to instantiate that generic using the same parameters as `myFunc` was passed (note how `T0` and `T1` are distinct IR generic parameters, despite both representing `T` here).
Things get even more complicated when you consider function-`static` variables with initialization logic, since we need to be sure we only perform that initialization once, but the initialization could refer to arguments of the outer function, and thus needs to be done inside the function body. To handle that case we emit an additional `bool` global if a function-`static` variable has an initializer, and that `bool` gets wrapped up in yet another generic.
That whole approach seems silly in retrospect, and a much simpler solution is possible: just emit the function-`static` variable immediately before the IR function it pertains to, which means it will be nested under the *same* IR generic if there is one (and at module scope if there isn't). The result is something like:
generic myFunc<T1> {
global_var state_ptr : int*;
func f(int newVal) {
let result : int = load(state_ptr);
store(state_ptr, newVal);
return result;
}
}
This change implements that simplification, and all the same tests pass (including whatever tests we had for function-`static` variables).
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* #include an absolute path didn't work - because paths were taken to always be relative.
* WIP diagnostics for line number output.
* Small param naming change
* Use x macro for pass through compile human name lookup/getting.
* WIP on parsing downstream compiler output.
* Split out parsing into ParseDiagnosticUtil.
Added test result of single line.
* Dump out the std output on fail to parse diagnostics.
* Change test type for syntax-error-intrinsic.slang be TEST not TEST_DIAGNOSTIC
* Use Index for StringUtil.
* WIP: First pass support for parsing Slang diagnostics.
* WIP Testing comparing with ParseDiagnosticUtil with previous ad-hoc mechanism.
* Use the new parsing mechanism for diagnostic comparisons.
* Improvements to diagnostics parsing.
Better error handling, and fallback handling.
Added ability to parse downstream compilers without a prefix.
Added ability to parse Slang with a prefix.
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The `GlobalGenericParamSubsitution` class used to be used to represent the mapping of global-scope generic parameters to their concrete arguments, so that we could make use of those concrete arguments for things like layout. That representation caused a lot of pain for other parts of the compiler, though, because everything that dealt with `Substitution`s needed to account for the possibility of global-generic-param subsitutions even if they logically could not occur in most parts of the compiler.
We have since moved to a model where the values for global-scope generic parameters are stored in a single explicit global structure that is used by both layout computation and IR lowering. There is no actual code that construct `GlobalGenericParamSubstitution`s from scratch any more, so all of the support code for them was actually unused.
This change removes all the unused code, and shows that the tests still pass without it (even the tests that use global-scope generic parameters).
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* #include an absolute path didn't work - because paths were taken to always be relative.
* WIP diagnostics for line number output.
* Small param naming change
* Use x macro for pass through compile human name lookup/getting.
* WIP on parsing downstream compiler output.
* Split out parsing into ParseDiagnosticUtil.
Added test result of single line.
* Dump out the std output on fail to parse diagnostics.
* Change test type for syntax-error-intrinsic.slang be TEST not TEST_DIAGNOSTIC
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The problem would manifest for any code that declared a DXR 1.1 `RayQuery` value, but then only used it as one location in their code.
The most common way for this to arise in user code was declaring a `RayQuery` and then handing it off to a helper/worker subroutine.
RayQuery<0> myRayQuery;
helperRoutine(myRayQuery, ...);
The root cause was in the emit logic, where the initialization of `myRayQuery` above (a `defaultConstruct` operation in our IR) was getting folded into its (only) use site.
This folding makes some sense, because the initialization of a ray query is not an operation with side effects, but doesn't work in practice because our way of handling default construction in HLSL output is by using a variable declaration.
The simple fix here is to ensure that `defaultConstruct` instructions never get folded into use sites.
If we decide to revisit the logic here, it might be possible to separate out the case where a `defaultConstruct` is being used as a stand-alone instruction, where we can emit it as:
RayQuery<0> myRayQuery;
versus cases where the `defaultConstruct` is being used as a sub-expression, such as:
helperRoutine(RayQuery<0>(), ...);
Whether or not we can emit the latter form (or if it would be equivalent) depends on details of how constructors like this are being implemented in dxc.
For now it seems safest to emit things in a form that is obviously expected to work.
Aside: Historically, the HLSL language has had no notion of "constructors" as being a thing.
A variable that is declared but not initialized in HLSL has always been left uninitialized, since the first version of the language.
The `RayQuery` type in DXR 1.1 is the first example of a type that appears to have a C++-style "default constructor," although HLSL as implemented by dxc still does not expose constructors as a user-visible or documented feature.
(There is the small detail that the DXR 1.0 `HitGroup` type also relied on C++ constructor syntax, but I'm not aware of anybody using that feature right now, so it is mostly a curiosity.)
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Work around for issue with obfuscation (and lack of name hints) leading to names in output not being correctly uniquified.
* Improve appendChar
Remove unrequired memory juggling to scrub names.
* Remove test code.
* Small fixes in comments and method called.
* Remove linkage decoration on functions that are specialized.
* Obfuscation naming with specialization test.
* Fix instruction deletion.
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.
* WIP more sophisticated mechanism to find NVRTC.
* Improve nvrtc searching to include PATH.
* Make getting an extension able to differentiate between no extension, and just a .
* Add comment.
* Add support for searching instance path.
* Small improvements around scope and finding NVRTC.
* Improve documentation around NVRTC loading.
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Add other NVRTC versions.
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
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* Further flatten IR natvis views
* improvements
* formatting
Co-authored-by: Yong He <yhe@nvidia.com>
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
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* Fix existential specialization of mutable buffer loads.
* fix
Co-authored-by: Yong He <yhe@nvidia.com>
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Co-authored-by: Yong He <yhe@nvidia.com>
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