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2019-08-22WIP: CPU compute coverage (#1030)jsmall-nvidia
* Add support for '=' when defining a name in test. * Add support for double intrinsics. * Add support for asdouble Add findOrAddInst - used instead of findOrEmitHoistableInst, for nominal instructions. Support cloning of string literals. C++ working on more compute tests. * Constant buffer support in reflection. Fixed debugging into source for generated C++. buffer-layout.slang works. * Added cpu test result. * Remove some commented out code. Comment on next fixes. * Improvements to reflection CPU code. * C++ working with ByteAddressBuffer. * Enabled more compute tests for CPU. * Enabled more compute tests on CPU. Added support for [] style access to a vector. * Enabled more CPU compute tests. * Handling of buffer-type-splitting.slang Named buffers can be paths to resources * Fix some warnings, remove some dead code. * Fix problem with verification of number of operands for asuint/asint as they can have 1 or 3 operands. asdouble takes 2. * Fix handling in MemoryArena around aligned allocations. That _allocateAlignedFromNewBlock assumed the block allocated has the aligment that was requested and so did not correct the start address.
2019-01-11Fix some subtle bugs in D3D constant buffer layout (#771)Tim Foley
* Fix some subtle bugs in D3D constant buffer layout The root of the issue here is that the D3D constant buffer layout rules require 16-byte alignment for arrays and structures, but they do *not* round up the size of an array/structure type to account for that alignment. That means that in cases like the following: ```hlsl cbuffer C0 { float3 a[2]; float c0; } struct A { float4 x; float3 y; }; cbuffer C1 { A a; float c1; } ``` The `c0` and `c1` fields get an offset of 28 and not 32 like you might expect if the preceding array/structure field `a` had been padded out to match its 16-byte alignment. The actual fix here is relatively simple, and mostly amount to shuffling around some code in `type-layout.cpp` to ensure that the D3D constant buffer layout don't inherit the logic that was rounding up array/structure sizes. Along the way I took the opportunity to clean up the inheritance hierarchy by making the GLSL-family layout rules not try to share anythign with the D3D family (not that there is very little to share), which in turn allowed for some simplification of the GLSL side of things. Fixing this behavior changed the output of a few reflection tests. In the case of `tests/reflection/arrays.hlsl` the output confirmed that we had been producing bad reflection information in these kinds of cases. The output for `tests/reflection/matrix-layout.slang` also showed some bugs in our reflection, but these were overall more minor: we mis-reported the size of certain matrices as 64 bytes instead of 60, and as a result also computed the size of the overall constant buffer as 4 bytes bigger than needed. In all of these cases I double-checked the expected output against dxc to make sure that the new offsets/sizes are what we should have been producing in the first place. I also updated the reflection test harness to start outputting layout information for the element type of a structured buffer, which changed the output of `tests/reflection/structured-buffer.slang`, but this didn't show any change in what we reported: it is just information that wasn't in the output to begin with. Finally, I added two new tests around these subtle cases of buffer layout behavior (especially subtle because it varies across target APIs). The `tests/compute/buffer-layout.slang` test simply sets up a type to ilustrate the troublesome scenarios and then embeds it in both a constant buffer and structured buffer that will be backed by memory with sequential `int` values. We then read out the value of a field as a way to probe its de facto *offset* at runtime. This test doesn't really stress the Slang compiler (except for our ability to pass through the same type declarations to downstream compilers), but it is useful to confirm our expectations about where things land in memory. The `tests/reflection/buffer-layout.slang` test then uses the reflection test infrastructure to confirm that the same type declarations used in the compute test produce the expected offsets in our reported reflection information. Before the fixes in this change this test showed us producing dangerously incorrect results in our D3D reflection information, which has now been fixed to match the empirically-determined offsets from the compute test. * fixups based on review feedback