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2020-10-22Generate `if` based dispatch logic on GPU targets. (#1585)Yong He
2020-10-13Repro test that loads repro (#1576)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Slang repro test that reloads and runs compiled code.
2020-10-09Support CUDA bindless texture in dynamic dispatch code. (#1575)Yong He
2020-10-05Update the type of a call inst during specialization. (#1569)Yong He
2020-10-04Handle partial existential parameter type specialization. (#1568)Yong He
* Specialize exsitentials parameters in struct fields. * Cleanup. * Handle partial existential parameter type specialization. Co-authored-by: Yong He <yhe@nvidia.com>
2020-10-02Specialize exsitentials parameters in struct fields. (#1565)Yong He
* Specialize exsitentials parameters in struct fields. * Cleanup. Co-authored-by: Yong He <yhe@nvidia.com>
2020-09-21Enable all dynamic dispatch tests on CUDA. (#1552)Yong He
* Enable all dynamic dispatch tests on CUDA. * Fix expected cross-compile test results.
2020-09-17Initial attempt to enable CUDA dynamic dispatch codegen (#1549)Yong He
* Front-load cuda module loading to fill in RTTI pointers. * Enable dynamic dispatch codegen for CUDA.
2020-09-14Support shader parameters that are an array of existential type. (#1542)Yong He
* Support shader parameters that are an array of existential type. * Rename to getFirstNonExistentialValueCategory Co-authored-by: Yong He <yhe@nvidia.com>
2020-09-10Allow existential types in `StructuredBuffer` element type. (#1536)Yong He
* Allow existential types in `StructuredBuffer` element type. * Handle StructuredBuffer.Load/.Consume methods * Clean up unnecessary changes * Code cleanup * Update test comment
2020-09-04Allow mixing unspecialized and specialized existential parameters. (#1533)Yong He
* Allow mixing unspecialized and specialized existential parameters. * Fixes.
2020-09-02Allow unspecialized existential shader parameters (dynamic dispatch). (#1529)Yong He
* Allow unspecialized existential shader parameters (dynamic dispatch). * Fixes. * Fixes * disable cuda test
2020-08-28Enable lower-generics pass universally. (#1518)Yong He
* Enable lower-generics pass universally. * Exclude builtin interfaces and functions from lower-generics pass. * Update stdlib. * Fixup. * Fixes handling of nested intrinsic generic functions. * Fixes. * Fixes.
2020-08-27Clean up the way that lookup "through" a base type is encoded (#1519)Tim Foley
* Clean up the way that lookup "through" a base type is encoded In order to undestand this change, it is important to undestand how lookup through base interfaces works prior to this change. In order to understand *that* it helps to be reminded of how inheritance relationships get encoded in the AST. Suppose the user writes: struct Base { int val; } struct Derived : Base { ... } ... Derived d = ...; int v = d.val; The question is how an expression like `d.val` gets semantically checked, and how it is encoded into the IR after semantic checking. You might assume it gets checked and encoded so that we end up with: int v = ((Base) d).val; and that seems like it should Just Work... so of course that isn't what Slang has been doing. Instead, we relied on the fact that the inheritance relationship `Derived : Base` is represented as an `InheritanceDecl` member of the `Derived` type, and we ended up checking the code into something like: int v = d.<anonymous>.val; where `<anonymous>` stands in for the name of the `InheritanceDecl` that represents inheritance from `Base`. This design choice makes a limited amount of sense when you consider how inheritance would typically be lowered to a C-like output language: // struct Derived : Base { ... } // => struct Derived { Base base; ... } The problem with that encoding is that it really doesn't make sense for almost any other scenario. In particular, if you have a generic type parameter `T` that was constrianed with `T : ISomething`, then the constraint isn't even technically a *member* of the type parameter `T`, so expressing thing as a member reference in the AST is completely incorrect. Unfortunately, by the time it was clear that we needed something better, a bunch of implementation work was done based on the existing representation. This change tries to clean things up so that lookup of a super-type member through a value of a sub-type does the obvious thing: cast the value to the super-type and then look up the member (as in `((Base) d).val`). The core of the change is that in lookup, instead of creating `Constraint` breadcrumbs whenever we are looking up in a super-type (with a reference to the `TypeConstraintDecl` being used) we instead use `SuperType` breadcrumbs (with a reference to a `SubtypeWitness`). Then when we create the expression from a `LookupResultItem`, we translate any `SuperType` breadcrumbs into `CastToSuperTypeExpr`s (an expression type that already existed). This change also adds support for lookup through the `This` type in the context of an interface, and in order for that to work we need a new kind of subtype witness to represent the knowledge that a `This` type is a subtype of the enclosing interface. Making that work forces us to change the representation of `TransitiveSubtypeWitness` so that it takes a pair of subtype witnesses (and not one subtype witness plus one `TypeConstraintDecl`). For the most part this is a small change, but it raises the possibility that some pieces of the code aren't going to be robust against all possible shapes of subtype witnesses. The IR lowering logic has relied on the weird `d.<anonymous>` representation in order to ensure that when looking up interface members we weren't always casting to the interface type (which would create a `makeExistential` instruction), and then calling using that. Basically, the IR lowering would ignore the `d.<anonymous>` part and just emit `d`, but we can't do that for `((Base) d)` or `((IThing) d)` because whehter or not we should actually perform the cast depends on context. For now we solve that problem by adding specific logic to ignore up-casts to interface types when they appear in member expressions or method calls. A more robust solution might be needed down the line, but this seems to work in practice. All of this work is cleanup that I found was needed in order to make `extension`s of `interface` types workable. * fixup: disable an incorrect test
2020-08-21Allow calling a generic function with an existential value (dynamic ↵Yong He
dispatch) (#1508) * Allow calling a generic function with an existential value (dynamic dispatch). * Fixes per review comments. * Clean up implementation by having `openExistential` return `ExtractExistentialType` instead of a DeclRef to the interface with a `ThisTypeSubstitution`. * More cleanups Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com> Co-authored-by: Yong He <yhe@nvidia.com>
2020-08-18Support initializing an existential value from a generic value. (#1503)Yong He
* Support initializing an existential value from a generic value. * Remove trailing spaces and clean up debugging code.
2020-08-18Support for float atomics on RWByteAddressBuffer (#1502)jsmall-nvidia
* Fix premake5.lua so it uses the new path needed for OpenCLDebugInfo100.h * Keep including the includes directory. * Added the spirv-tools-generated files. * We don't need to include the spirv/unified1 path because the files needed are actually in the spirv-tools-generated folder. * Put the build_info.h glslang generated files in external/glslang-generated. Alter premake5.lua to pick up that header. * First pass at documenting how to build glslang and spirv-tools. * Improved glsl/spir-v tools README.md * Added revision.h * Change how gResources is calculated. Update about revision.h * Update docs a little. * Split out spirv-tools into a separate project for building glslang. This was not necessary on linux, but *is* necessary on windows, because there is a file disassemble.cpp in spirv-tools and in glslang, and this leads to VS choosing only one. With the separate library, the problem is resolved. * Fix direct-spirv-emit output. * Update to latest version of spirv headers and spirv-tools. * Upgrade submodule version of glslang in external. * Add fPIC to build options of slang-spirv-tools * WIP adding support for InterlockedAddFp32 * Upgrade slang-binaries to have new glslang. * Fix issues with Windows slang-glslang binaries, via update of slang-binaries used. * WIP - atomicAdd. This solution can't work as we can't do (float*) in glsl. * WIP on atomic float ops. * Added checking for multiple decls that takes into account __target_intrinsic and __specialized_for_target. First pass impl of atomic add on float for glsl. * Split __atomicAdd so extensions are applied appropriately. * Made Dxc/Fxc support includes. Use HLSL prelude to pass the path to nvapi Added -nv-api-path * Refactor around IncludeHandler and impl of IncludeSystem * slang-include-handler -> slang-include-system Have IncludeHandler/Impl defined in slang-preprocessor * Small comment improvements. * Document atomic float add addition in target-compatibility.md. * CUDA float atomic support on RWByteAddressBuffer. * Add atomic-float-byte-address-buffer-cross.slang * Removed inappropriate-once.slang - the test is no longer valid when a file is loaded and has a unique identity by default. A test could be made, but would require an API call to create the file (so no unique id). Improved handling of loadFile - uses uniqueId if has one. * Work around for testing target overlaps - to avoid exceptions on adding targets. Simplify PathInfo setup. Modify single-target-intrinsic.slang - it no longer failed because there were no longer multiple definitions for the same target. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
2020-08-14Lower existential types. (#1497)Yong He
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
2020-08-05Change the policy for entry-point uniform parameters on Vulkan (#1476)Tim Foley
Entry point `uniform` parameters were a feature of the original Cg and HLSL, but have not been used much in production shader code. One of our goals on Slang is to reduce the (ab)use of the global scope, so bringing entry point `uniform` parameters up to a greater level of usability is an important goal. Some policy choices about how global vs. entry-point `uniform` parameters behave have already been made, that shape decisions looking forward: * For DXBC/DXIL, it makes the most sense to follow the lead of fxc/dxc, by treating entry point `uniform` parameters as a kind of syntax sugar for global shader parameters. Any parameters of "ordinary" types are bundles up into an implicit constant buffer, and all the resources (including the implicit constant buffer) are assigned `register`s just as for globals. It is up to the application to decide how to bind those parameters via a root signature (using root descriptors, root constants, descriptor tables, local vs. global root signature, etc.) * For CPU, it makes sense to pass global vs. entry-point parameters as two different pointers, although the details of what we do for CPU are the least constrained across all current targets. * For CUDA compute, it makes the most sense to map global shader parameters to `__constant__` global data, and entry-point `uniform` parameters to kernel parameters. This choice ensures that the signature of a kernel when translated from Slang->CUDA follows the Principle of Least Surprise, at the cost of making entry-point vs. global parameters be passed via different mechanisms. * For OptiX ray tracing, it makes sense to expand on the precedent from CUDA compute: pass global parameters via global `__constant__` data (as is already expected by OptiX for whole-launch parameters), and pass entry-point `uniform` parameters via the "shader record." This establishes a precedent that for ray-tracing shaders, global-scope parameters map to the "global root signature" concept from DXR, while entry-point `uniform` parameters map to a "local root signature" or "shader record." * For Vulkan ray tracing, the precedent from OptiX then argues that entry-point `uniform` parameters should map to the Vulkan "shader record" concept (and thus cannot support things like resource types). * The remaining interesting case is what to do for non-ray-tracing shaders on Vulkan. The dev team agrees that the most reasonable choice to make for non-ray-tracing Vulkan shaders is to map entry-point `uniform` parameters to "push constants." In particular, this makes it easy to express the case of a compute kernel with direct parameters of ordinary/value types in the way that will be implemented most efficiently. The big picture is then that a kernel like: ```hlsl void computeMain(uniform float someValue) { ... } ``` will map to output GLSL like: ```glsl layout(push_constant) uniform { float someValue; } U; void main() { ... } ``` If the user really wanted a constant-buffer binding to be created instead, they can easily change their input to make the buffer explicit: ```hlsl struct Params { float someValue; } void computeMain(uniform ConstantBuffer<Params> params) { ... } ``` (Forcing the user to be explicit about the desire for a buffer here creates a nice symmetry between Vulkan and CUDA; in the first case the user sets up the data in host memory and passes it to the GPU by copy, while in the second case the user must allocate and set up a device-memory buffer for the data. This symmetry extends to D3D if the application chooses to map entry-point `uniform` parameters to root constants.) This change implements logic in the "parameter binding" part of the Slang compiler to make sure that entry-point `uniform` parameters are wrapped up in a push-constant buffer rather than an ordinary constant buffer for non-ray-tracing shaders on Vulkan (and in a shader record "buffer" for the ray-tracing case). The majority of the actual work was in adding support for root/push constants to the test framework and the graphics API abstraction it uses. To be clear about that support: * Root constant ranges are (perhaps confusingly) treated as a new kind of "slot" that can appear on a descriptor set. This choice ensures that the implicit numbering of registers/spaces used by the back-ends can account for these ranges correctly. * The `TEST_INPUT` lines are extended to allow a `root_constants` case that behaves more or less like `cbuffer` * The CPU and CUDA paths can treat a `root_constants` input identically to a `cbuffer`. They already allocate the actual buffers based on reflection, and just use `cbuffer` as a directive that causes bytes to be copied in. * On D3D12 and Vulkan, a descriptor set allocates a `List<char>` to hold the bytes of root constant data assigned into it, and these bytes are flushed to the command list when the table is actually bound (usually right before rendering). * On D3D11, a descriptor set treats a root constant range more or less like a constant buffer range (with a single buffer), except that it also automatically allocates a buffer to hold the data. Assigning "root constant" data automatically copies it into that buffer. The small number of tests that used entry-point `uniform` parameters of ordinary types were updated to use the new `root_constant` input type, and the bugs that surfaced were fixed. A new test to confirm that entry-point `uniform` parameters map to the shader record for VK ray tracing was added. An important but technically unrelated change is the removal of the `DescriptorSetImpl::Binding` type and related function from the Vulkan implementation of `Renderer`. That type was created to ensure that objects that are bound into a descriptor set don't get released while the descriptor set is still alive, but the implementation relied on a complicated linear search to check for existing bindings, which could create a performance issue for descriptor sets that include large arrays of descriptors. The new implementation makes use of the approach already present in the various `Renderer` implementations (including the Vulkan one) for assigning ranges in a descriptor set a flat/linear index for where their pertinent data is to be bound. As a result, the Vulkan `DescriptorSetImpl` now uses a single flat array of `RefPtr`s to track bound objects, and has no need for linear search when binding. Co-authored-by: Yong He <yonghe@outlook.com>
2020-08-05`AnyValue` based dynamic dispatch code gen (#1477)Yong He
* AnyValue based dynamic code gen * Fix aarch64 build error
2020-07-16Support associatedtype local variables and return values in dynamic dispatch ↵Yong He
code (#1444) * Refactor lower-generics pass into separate subpasses. * IR pass to generate witness table wrappers. * Support associatedtype local variables and return values in dynamic dispatch code.
2020-07-13Dynamic code gen for functions returning generic types. (#1439)Yong He
* Dynamic code gen for functions returning generic types. * Add expected test result.
2020-07-10Dynamic code gen for generic local variables. (#1434)Yong He
* Dynamic code gen for generic local variables. * Fixes to function calls with generic typed `in` argument. * Fixes per code review comments
2020-07-07Add a test case for dynamic dispatch with `This` type in interface decl. (#1431)Yong He
* Add a test case for dynamic dispatch with `This` type in interface decl. * Update comments * fix typo in comments Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
2020-07-03Emit pointers for CPU target. (#1418)Yong He
Co-authored-by: Yong He <yhe@nvidia.com>
2020-07-01Disable dynamic dispatch tests on CUDA - as fails with exception about ↵jsmall-nvidia
unhandled op. (#1425)
2020-06-24Fix `lowerFuncType` and small bug fixes.Yong He
2020-06-24Dynamic dispatch for generic interface requirements.Yong He
-Lower interfaces into actual `IRInterfaceType` insts. -Lower `DeclRef<AssocTypeDecl>` into `IRAssociatedType` -Generate proper IRType for generic functions. -Add a test case exercising dynamic dispatching a generic static function through an associated type. -Bug fixes for the test case.
2020-06-19Dynamic dispatch for static member functions of associatedtypes. (#1404)Yong He
2020-06-18Merge branch 'master' into dyndispatchTim Foley
2020-06-18Improvements around C++ code generation (#1396)jsmall-nvidia
* * Remove UniformState and UniformEntryPointParams types * Put all output C++ source in an anonymous namespace * If SLANG_PRELUDE_NAMESPACE is set, make what it defines available in generated file. * Fix signature issue in performance-profile.slang * Context -> KernelContext to avoid ambiguity. * Fix issues around dynamic dispatch and anonymous namespace. * Fix typo.
2020-06-17Dynamic dipatch non-static functions.Yong He
2020-06-17Generate dynamic C++ code for the minimal test case. (#1391)Yong He
* Add IR pass to lower generics into ordinary functions. * Fix project files * Emit dynamic C++ code for simple generics and witness tables. Fixes #1386. * Remove -dump-ir flag. * Fixups.
2020-06-15Generate IRType for interfaces, and reference them as `operand[0]` in ↵Yong He
IRWitnessTable values (#1387) * Generate IRType for interfaces, and use them as the type of IRWitnessTable values. This results the following IR for the included test case: ``` [export("_S3tu010IInterface7Computep1pii")] let %1 : _ = key [export("_ST3tu010IInterface")] [nameHint("IInterface")] interface %IInterface : _(%1); [export("_S3tu04Impl7Computep1pii")] [nameHint("Impl.Compute")] func %Implx5FCompute : Func(Int, Int) { block %2( [nameHint("inVal")] param %inVal : Int): let %3 : Int = mul(%inVal, %inVal) return_val(%3) } [export("_SW3tu04Impl3tu010IInterface")] witness_table %4 : %IInterface { witness_table_entry(%1,%Implx5FCompute) } ``` * Fixes per code review comments. Moved interface type reference in IRWitnessTable from their type to operand[0]. * Fix typo in comment.
2020-06-05Filter lookup results from interfaces in `visitMemberExpr`.Yong He
Fixes #1377
2020-04-23Small improvements around atomics (#1333)jsmall-nvidia
* Use the original value in the test. Run test on VK. * Added RWBuffer and Buffer types to C++ prelude. * Add vk to atomics.slang tests * Update target-compatibility around atomics. When tests disabled in atomics-buffer.slang explained why. * tabs -> spaces. * Small docs improvement.
2020-04-14CUDA global scope initialization of arrays without function calls. (#1320)jsmall-nvidia
* Fix CUDA output of a static const array if values are all literals. * Fix bug in Convert definition. * Output makeArray such that is deconstructed on CUDA to fill in based on what the target type is. Tries to expand such that there are no function calls so that static const global scope definitions work. * Fix unbounded-array-of-array-syntax.slang to work correctly on CUDA. * Remove tabs. * Check works with static const vector/matrix. * Fix typo in type comparison. * Shorten _areEquivalent test. * Rename _emitInitializerList. Some small comment fixes. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
2020-04-14Change rules for layout of buffers/blocks containing only interface types ↵Tim Foley
(#1318) TL;DR: This is a tweak the rules for layout that only affects a corner case for people who actually use `interface`-type shader parameters (which for now is just our own test cases). The tweaked rules seem like they make it easier to write the application code for interfacing with Slang, but even if we change our minds later the risk here should be low (again: nobody is using this stuff right now). Slang already has a rule that a constant buffer that contains no ordinary/uniform data doesn't actually allocate a constant buffer `binding`/`register`: struct A { float4 x; Texture2D y; } // has uniform/ordinary data struct B { Texture2D u; SamplerState v; } // has none ConstantBuffer<A> gA; // gets a constant buffer register/binding ConstantBuffer<B> gB; // does not There is similar logic for `ParameterBlock`, where the feature makes more sense. A user would be somewhat surprised if they declared a parmaeter block with a texture and a sampler in it, but then the generating code reserved Vulkan `binding=0` for a constant buffer they never asked for. The behavior in the case of a plain `ConstantBuffer` is chosen to be consistent with the parameter block case. (Aside: all of this is a non-issue for targets with direct support for pointers, like CUDA and CPU. On those platforms a constant buffer or parameter block always translates to a pointer to the contained data.) Now, suppose the user declares a constant buffer with an interface type in it: interface IFoo { ... } ConstantBuffer<IFoo> gBuffer; When the layout logic sees the declaration of `gBuffer` it doesn't yet know what type will be plugged in as `IFoo` there. Will it contain uniform/ordinary data, such that a constant buffer is needed? The existing logic in the type layout step implemented a complicated rule that amounted to: * A `ConstantBuffer` or `cbuffer` that only contains `interface`/existential-type data will *not* be allocated a constant buffer `register`/`binding` during the initial layout process (on unspecialized code). That means that any resources declared after it will take the next consecutive `register`/`binding` without leaving any "gap" for the `ConstantBuffer` variable. * After specialization (e.g., when we know that `Thing` should be plugged in for `IFoo`), if we discover that there is uniform/ordinary data in `Thing` then we will allocate a constant buffer `register`/`binding` for the `ConstantBuffer`, but that register/binding will necessarily come *after* any `register`s/`binding`s that were allocated to parameters during the first pass. * Parameter blocks were intended to work the same when when it comes to whether or not they allocate a default `space`/`set`, but that logic appears to not have worked as intended. These rules make some logical sense: a `ConstantBuffer` declaration only pays for what the element type actually needs, and if that changes due to specialization then the new resource allocation comes after the unspecialized resources (so that the locations of unspecialized parameters are stable across specializations). The problem is that in practice it is almost impossible to write client application code that uses the Slang reflection API and makes reasonable choices in the presence of these rules. A general-purpose `ShaderObject` abstraction in application code ends up having to deal with multiple possible states that an object could be in: 1. An object where the element type `E` contains no uniform/ordinary data, and no interface/existential fields, so a constant buffer doesn't need to be allocated or bound. 2. An object where the element type `E` contains no uniform/ordinary data, but has interace/existential fields, with two sub-cases: a. When no values bound to interface/existential fields use uniform/ordinary dat, then the parent object must not bind a buffer b. When the type of value bound to an interface/existential field uses uniform/ordinary data, then the parent object needs to have a buffer allocated, and bind it. 3. When the element type `E` contains uniform/ordinary data, then a buffer should be allocated and bound (although its size/contents may change as interface/existential fields get re-bound) Needing to deal with a possible shift between cases (2a) and (2b) based on what gets bound at runtime is a mess, and it is important to note that even though both (2a) and (3) require a buffer to be bound, the rules about *where* the buffer gets bound aren't consistent (so that the application needs to undrestand the distinction between "primary" and "pending" data in a type layout). This change introduces a different rule, which seems to be more complicated to explain, but actually seems to simplify things for the application: * A `ConstantBuffer` or `cbuffer` that only contains `interface`/existential-type data always has a constant buffer `register`/`binding` allocated for it "just in case." * If after specialization there is any uniform/ordinary data, then that will use the buffer `register`/`binding` that was already allocated (that's easy enough). * If after speciazliation there *isn't* any uniform/ordinary data, then the generated HLSL/GLSL shader code won't declare a buffer, but the `register`/`binding` is still claimed. * A `ParameterBlock` behaves equivalently, so that if it contains any `interface`/existential fields, then it will always allocate a `space`/`set` "just in case" The effect of these rules is to streamline the cases that an application needs to deal with down to two: 1. If the element type `E` of a shader object contains no uniform/ordinary or interface/existential fields, then no buffer needs to be allocated or bound 2. If the element type `E` contains *any* uniform/ordinary or interface/existential fields, then it is always safe to allocate and bind a buffer (even in the cases where it might be ignored). Furthermore, the reflection data for the constant buffer `register`/`binding` becomes consistent in case (2), so that the application can always expect to find it in the same way.
2020-04-09Literal folding on other operators (#1314)jsmall-nvidia
* Fold prefix operators if they prefix an int literal. * Make test case a bit more convoluted. * Remove ++ and -- as not appropriate for folding of literals. * Set output buffer name.
2020-04-02Optimize creation of memberDictionary (#1305)jsmall-nvidia
* Improve performance of building members dictionary by adding when needed. * Fix unbounded-array-of-array-syntax.slang, that DISABLE_TEST now uses up an index. Use IGNORE_TEST. * Improve variable name. Small improvements. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
2020-03-25Fix a bug in exiting SSA form for loops (#1293)Tim Foley
The Slang compiler was bit by a known issue when translating from SSA form back to straight-line code. Give code like the following: int x = 0; int y = 1; while(...) { ... int t = x; x = y; y = t; } ... The SSA construction pass will eliminate the temporary `t` and yield code something like: br(b, 0, 1); block b(param x : Int, param y : Int): ... br(b, y, x); The loop-dependent variables have become parameters of the loop block, and the branchs to the top of the loop pass the appropriate values for the next iteration (e.g., the jump that starts the loop sends in `0` and `1`). The problem comes up when translating the back-edge the continues the loop out of SSA form. Our generated code will re-introduce temporaries for `x` and `y`: int x; int y; // jump into loop becomes: x = 0; y = 1; for(;;) { ... // back-edge becomes x = y; y = x; continue; } The problem there is that we've naively translated a branch like `br(b, <a>, <b>)` into `x = <a>; y = <b>;` but that doesn't work correctly in the case where `<b>` is `x`, because we will have already clobbered the value of `x` with `<a>`. The simplest fix is to introduce a temporary (just like the input code had), and generate: // back-edge becomes int t = x; x = y; y = t; This change modifies the `emitPhiVarAssignments()` function so that it detects bad cases like the above and emits temporaries to work around the problem. A new test case is included that produced incorrect output before the change, and now produces the expected results. A secondary change is folded in here that tries to guard against a more subtle version of the problem: for(...) { ... int x1 = x + 1; int y1 = y + 1; x = y1; y = x1; } In this more complicated case, each of `x` and `y` is being assigned to a value derived from the other, but neither is being set using a block parameter directly, so the changes to `emitPhiVarAssignments()` do not apply. The problem in this case would be if the `shouldFoldInstIntoUseSites()` logic decided to fold the computation of `x1` or `y1` into the branch instruction, resulting in: x = y + 1; y = x + 1; which would again violate the semantics of the original code, because now there is an assignment to `x` before the computation of `x + 1`. Right now it seems impossible to force this case to arise in practice, due to implementation details in how we generate IR code for loops. In particular, the block that computes the `x+1` and `y+1` values is currently always distinct from the block that branches back to the top of the loop, and we do not allow "folding" of sub-expressions from different blocks. It is possible, however, that future changes to the compiler could change the form of the IR we generate and make it possible for this problem to arise. The right fix for this issue would be to say that we should introduce a temporary for any branch argument that "involves" a block parameter (whether directly using it or using it as a sub-expression). Unfortunately, the ad hoc approach we use for folding sub-expressions today means that testing if an operand "involves" something would be both expensive and unwieldy. A more expedient fix is to disallow *all* folding of sub-expressions into unconditional branch instructions (the ones that can pass arguments to the target block), which is what I ended up implementing in this change. Making that defensive change alters the GLSL we output for some of our cross-compilation tests, in a way that required me to update the baseline/gold GLSL. A better long-term fix for this whole space of issues would be to have the "de-SSA" operation be something we do explicitly on the IR. Such an IR pass would still need to be careful about the first issue addressed in this change, but the second one should (in principle) be a non-issue given that our emit/folding logic already handles code with explicit mutable local variables correctly.
2020-03-25Unroll target improvements (#1291)jsmall-nvidia
* Add unroll support for CUDA, and preliminary for C++. Document [unroll] support. * Fix loop-unroll to run on CPU, and test on CPU and elsewhere. Fix bug in emitting loop unroll condition. * Improved comment. * Added support for vk/glsl loop unrolling.
2020-03-25Better diagnostics on failure on CUDA. (#1288)jsmall-nvidia
* Better diagnostics on failure on CUDA. * Catch exceptions in render-test * * Added ability to disable reporting on CUDA failures * Stopped using exception for reporting (just write to StdWriter::out() * Removed CUDAResult type * Don't set arch type on nvrtc to see if fixes CI issues. * Try compute_30 on CUDA. * Added ability to IGNORE_ a test DIsabled rw-texture-simple and texture-get-dimensions * Disable tests that require CUDA SM7.0 Use DISABLE_ prefix to disable tests. * Disable signalUnexpectedError doing printf.
2020-03-21CPU Texture GetDimensions support (#1283)jsmall-nvidia
* Added CPU support for GetDimensions on C++/CPU target. Added texture-get-dimension.slang test * Fix some typos. * Update CUDA docs. * Fix output of GetDimensions on glsl when has an array. Disabled VK - because VK renderer doesn't support createTextureView * Fix typo. * Fix typo. * Fix bad-operator-call diagnostics output.
2020-03-11Add a basc inlining facility for use in the stdlib (#1271)Tim Foley
The main feature visible to the stdlib here is the `[__unsafeForceInlineEarly]` attribute, which can be attached to a function definition and forces calls to that function to be inlined immediately after initial IR lowering. The pass is implemented in `slang-ir-inline.{h,cpp}` and currently only handles the completely trivial case of a function with no control flow that ends with a single `return`. The lack of support for any other cases motivates the `__unsafe` prefix on the attribute. In order to test that the pass works, I modified the "comma operator" in the standard library to be defined directly (rather than relying on special-case handling in IR lowering), and then added a test that uses that operator to make sure it generates code as expected. The compute version of the test confirms that we generate semantically correct code for the operator, while the SPIR-V cross-compilation test confirms that our output matches GLSL where the comma operator has been inlined, rather than turned into a subroutine. Notes for the future: * With this change it should be possible (in principle) to redefine all the compound operators in the stdlib to instead be ordinary functions with the new attribute, removing the need for `slang-compound-intrinsics.h`. * Once the compound intrinsics are defined in the stdlib, it should be easier/possible to start making built-in operators like `+` be ordinary functions from the standpoint of the IR * The attribute and pass here could be extended to include an alternative inlining attribute that happens later in compilation (after linking) but otherwise works the same. This could in theory be used for functions where we don't want to inline the definition into generated IR, but still want to inline things berfore generating final HlSL/GLSL/whatever. * The inlining pass itself could be generalized to work for less trivial functions pretty easily; for the most part it would just mean "splitting" the block with the call site and then inserting clones of the blocks in the callee. Any `return` instructions in the clone would become unconditional branches (with arguments) to the block after the call (which would get a parameter to represent the returned value). * The "hard" part for such an inlining pass would be handling cases where the control flow that results from inlining can't be handled by our later restructuring passes. The long-term fix there is to implement something like the "relooper" algorithm to restructure control flow as required for specific targets.
2020-02-26Support for RWTexture types on CPU and CUDA (#1243)jsmall-nvidia
* Added FloatTextureData as a mechanism to enable CPU based Texture writes. * Add [] RWTexture access for CPU. * Fixed rw-texture-simple.slang.expected.txt * WIP: CUDA stdlib has support for [] surface access. * Made IRWTexture class able to take different locations. Doing a Texture2d access on CUDA works. * Fix bug in outputing UniformState - was missing out padding. Support RWTexture with array. Support RWTexture3D. * Use * for locations for read only textures, so only need a ITexture interface. * Fix problem around application of set/get for CUDA on subscript Texture types.
2020-02-21Add surface syntax for "this type" (#1236)Tim Foley
Within the context of an aggregate type (or an `extension` of one), the programmer can use `this` to refer to the "current" instance of the surrounding type, but there is no easy way to utter the name of the type itself. This is especially relevant inside of an `interface`, where the type of `this` isn't actually the `interface` type, but rather a placeholder for the as-yet-unknown concrete type that will implement the interface. This change adds a keyword `This` that works similarly to `this`, but names the current *type* instead of the current instance. It can be used to declare things like binary methods or factory functions in an interface: ``` interface IBasicMathType { This absoluteValue(); This sumWith(This left); } T doSomeMath<T:IBasicMathType>(T value) { return value.sumWith(value.absoluteValue()); } ``` The `This` type is consistent with the type named `Self` in Rust and Swift (where Rust/Swift use `self` instead of `this`). Other names could be considered (e.g., `ThisType`) if we find that users don't like the name in this change.
2020-02-21Initial support for explicit default initializers (#1235)Tim Foley
This change makes it so that for a suitable type `MyType`, a variable declaration like: MyType v; is treated as if it were written: MyType v = MyType(); The definition of "suitable" here is that `MyType` needs to have an available `__init` declaration that can be invoked with zero arguments. I've added a test to confirm that the new behavior works in this specific case. There are a bunch of caveats to the feature as it stands today: * Just because `MyType` has a zero-parameter `__init`, that doesn't mean an array type like `MyType[10]` does, so arrays currently remain uninitialized by default. Fixing this gap requires careful consideration because some, but not all, array types should be default-initializable. * The change here should mean that a `struct` type with a field like `MyType f;` should count as having a default initial-value expression for that field, but I haven't confirmed that. * Even if a `struct` provides initial values for all its fields (e.g., `struct S { float f = 0; }`), that doesn't mean it has a default `__init` right now, so those `struct` types will still be left uninitialized by default. Converging all this behavior is still TBD. Just to be clear: there is no provision or plan in Slang to support destructors, RAII, copy constructors, move constructors, overloaded assignment operations, or any other features that buy heavily into the C++ model of how construction and destruction of values gets done. In fact, I'm not even 100% sure I like having this change in place at all, and I think we should reserve the right to revert it and say that only specific stdlib types get to opt in to default initialization along these lines.
2020-02-20WIP on RWTexture types on CUDA/CPU (#1234)jsmall-nvidia
* CUDA support for array of resources. * * Add support for Texture2DArray on CPU * Expand texture-simple.slang to test Texture2DArray * Reorganise CUDAComputeUtil to split out createTextureResource. * Add TextureCubeArray support for CPU/CUDA targets. * Pulled out CUDAResource Renamed derived classes to reflect that change. * Creation of SurfObject type. * Functions to return read/write access for simplifying future additions. * WIP for RWTexture access on CPU/CUDA. * CUsurfObject cannot have mips. * Ability to set number of mips on test data. Preliminary support for CUsurfObj and RWTexture1D on CUDA. CUDA docs improvements. * Fix typo.
2020-02-20Initial support for user-defined initializer/constructor declarations (#1233)Tim Foley
The basic idea is that the user can write: ```hlsl struct MyThing { int a; float b; __init(int x, float y) { a = x; b = y; } } ``` and after that point, they can create an intstance of their `MyThing` type as simply as `MyThing(123, 4.56f)`. There was already a large amount of infrastructure laying around that is shared between ininitializers and ordinary functions, so enabling this feature mostly amounted to tying up some loose ends: * In the parser, make sure to properly push/pop the scope for an `__init` (or `__subscript`) declaration, so parameters would be visible to the body * In semantic checking, make sure that declaration "header" checking properly bottlenecks all the function-like cases into a base routine * In semantic checking, make sure that the logic for checking function bodies applies to every `FunctionDeclBase` with a body, and not just `FuncDecl`s * Update semeantic checking for statements to allow for any `FunctionDeclBase` as the parent declaration, not just a `FuncDecl` * In lookup, treat the `this` parameter of an `__init` (well, not actually a *parameter* in this case) as being mutable, just like for a `[mutating]` method * In IR codegen, don't just assume that all `__init`s are intrinsics, and narrow the scope of that hack to just `__init`s without bodies * In IR codegen, detect when we are emitting an IR function for an `__init`, and in that case create a local variable to represent the `this` value, and implicitly return that value at the end of the body. From that point on the rest of the compiler Just Works and IR codegen doesn't have to think of an `__init` as being any different than if the user had declared a `static MyThing make(...)` function. Caveats: * C++ users might like to use that naming convention (so `MyThing` as the name instead of `__init`). We can consider that later. * Everybody else might prefer a keyword other than `__init` (e.g., just `init` as in Swift), but I'm keeping this as a "preview" feature for now, rather than something officially supported * Early `return`s from the body of an `__init` aren't going to work right now. * There is currently no provision for automatically synthesizing initializers for `struct` types based on their fields. This seems like a reasonable direction to take in the future. * There is no provision for routing `{}`-based initializer lists over to initializer calls. The two syntaxes probably need to be unified at some point so that doing `MyType x = { a, b, c }` and `let x = MyType(a, b, c)` are semantically equivalent. It is possible that as a byproduct of this change user-defined `__subscript`s might Just Work, but I am guessing there will still be loose ends on that front as well, so I will refrain from looking into that feature until we have a use case that calls for it.