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* Warning on lossy implicit casts. (#2367)Yong He2022-08-17
| | | | | | | | | | | | | | | * Warning on bool to float conversion. * Fix test cases. * Improve. * LanguageServer: don't show constant value for non constant variables. * Fix tests. * Fix warnings in tests. Co-authored-by: Yong He <yhe@nvidia.com>
* Convert more tests to use shader objects (#1659)Tim Foley2021-01-15
| | | | | | | | | | | | | | | | | | | | | | | This change converts a large number of our existing tests to use the `ShaderObject` support that was added to the `gfx` layer. In many cases, tests were just updated to pass `-shaderobj` and the result Just Worked. In other cases, a `name` attribute had to be added to one or more `TEST_INPUT` lines. For tests that did not work with shader objects "out of the box," I spent a little bit of time trying to get them work, but fell back to letting those tests run in the older mode. Future changes to the infrastructure will be needed to get those additional tests working in the new path. Along with the changes to test files, the following implementation changes were made to get additional tests working: * Because the shader object mode uses explicit register bindings (from reflection), the hacky logic that was offseting `u` registers for D3D12 based on the number of render targets gets disabled (by another hack). * The "flat" reflection information coming from Slang was not correctly reporting "binding ranges" for things that consumed only uniform data (which would be everything on CUDA/CPU), so it was refactored to properly include binding ranges for anything where the type of the field/variable implied a binding range should be created (even if the `LayoutResourceKind` was `::Uniform`). * A few fixes were made to the CUDA implementation of `Renderer`, in order to get additional tests up and running. Most of these changes had to do with texture bindings, which hadn't really been tested previously. In addition, a few changes were made that were attempts at getting more tests working, but didn't actually help. These could be dropped if requested: * As a quality-of-life feature (not being used) the `object` style of `TEST_INPUT` line is upgraded to support inferring the type to use from the type of the input being set. * Any `object` shader input lines get ignored in non-shader-object mode.
* Add shader object parameter binding to renderer_test. (#1622)Yong He2020-12-03
| | | | | | | | | * Add shader object parameter binding to renderer_test. * remove multiple-definitions.hlsl * Fix cuda implementation. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
* Remove support for explicit register/binding syntax on TEST_INPUT (#1132)Tim Foley2019-11-21
| | | | | | | | | | | | | | | | | | | | The `TEST_INPUT` facility allows textual Slang test cases to provide two kinds of information to the `render-test` tool: 1. Information on what shader inputs exist 2. Information on what values/objects to bind into those shader inputs Under the first category of information, there exists supporting for attaching a `dxbinding(...)` annotation to a `TEST_INPUT` which seemingly indicates what HLSL `register` the input uses. There is a similar `glbinding(...)` annotation, used for OpenGL and Vulkan. It turns out that these annotations were, in practice, completely ignored and had no bearing on how `render-test` allocates or bindings graphics API objects. There was some amount of code attempting to validate that explicit registers/bindings were being set appropriately, but the actual values were being ignored. The visible consequence of the `dxbinding` and `glbinding` annotations being ignored is issue #1036: the order of `TEST_INPUT` lines was *de facto* determining the registers/bindings that were being used by `render-test`. This change simply removes the placebo features and strips things down to what is implemented in practice: the `TEST_INPUT` lines do not need target-API-specific binding/register numbers, because their order in the file implicitly defines them. I added logic to the parsing of `TEST_INPUT` lines to make sure I got an error message on any leftover annotations, and went ahead and systematicaly deleted all of the placebo annotations from our test cases. If we decide to make `TEST_INPUT` lines *not* depend on order of declaration in the future, we can build it up as a new and better considered feature. The main alternative I considered was to keep the annotations in place, and change `render-test` and the `gfx` abstraction layer to properly respect them, but that path actually creates much more opportunity for breakage (since every single test case would suddenly be specifying its root signature / pipeline layout via a different path using data that has never been tested). The approach in this change has the benefit of giving me high confidence that all the test cases continue to work just as they had before.
* Improve generic argument inference for builtins (#598)Tim Foley2018-06-14
Fixes #487 The basic problem here is that the user writes something like: ```hlsl float invSqrt2 = 1 / sqrt(2); ``` In this case the user knows that `sqrt()` is only defined for floating-point types, so they expect this to compile something like: ```hlsl float invSqrt2 = float(1) / sqrt(float(2)); ``` The challenge this creates for the Slang compiler is that we use generics to streamline our declarations of all the builtins, so that the scalar `sqrt()` function is actually declared as: ```hlsl T sqrt<T:__BuiltinFloatingPointType>(T value); ``` The `__BuiltinFloatingPointType` is an `interface` defined as part of the standard library, such that only built-in floating-point types conform to it (that is, `half`, `float`, and `double`). When generic argument inference applies to a call like `sqrt(2)`, we see an argument of type `int`, and try to infer `T=int`, which leads to a failure because `int` does not conform to `__BuiltinFloatingPointType`. The point where this currently fails in in the logic to "join" two types for inference, which is supposed to pick the best type that can represent both of two input types. E.g., a join between `float` and `int3` would be `float3`, since both of those types can convert to it, and it is the "minimal" type with that property. So, the goal here is simple: we want a "join" between `int` and `__BuiltinFloatingPointType` to yield the `float` type. The way we handle that in this change is to special case the join of a basic scalar type and an interface, by enumerating all the basic scalar types, filtering them for ones that support the chosen interface and can be implicitly converted from the argument type, and then picking the "best" of them (the comments in the code explain what "best" means in this context). The technique used here could be generalized in the future to deal with user-defined types or more cases, but that would risk slowing down overload resolution even more, which is already the most expensive part of our semantic checking pass. A test case has been added for the specific case of `sqrt()` applied to an `int` argument.