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2021-11-11Fix two test cases that were causing problems (#2011)Theresa Foley
First, we have a CUDA-only test that simply needed a format name to be changed to match the new conventions in `gfx`. Second, we have one of the "active mask" tests that seems to produce different results locally for developers (under Vulkan) than it does on CI. This is almost certainly down to differences in GPUs and/or drivers. The inconsistency ultimately proves the point that I was trying to make when I wrote those tests - the "active mask" concept is effectively meaningless as exposed in D3D and Vulkan because it has not been specified in a way that allows programmers to reason about its value, and drivers have implemented wildly different interpretations of its supposed semantics for so long that there is no real hope of turning `WaveGetActiveMask()` into something that returns a well-defined value in any but the most trivial cases. TLDR: I disabled that test for Vulkan, which means it is completely disabled.
2021-10-26Runs all gfx unit tests through a 'test proxy' (#1981)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Support for test proxy. * Turn on testing using proxy. * Don't pass sink into check of downstream compiler. * Small change to kick off build. * Remove register specification on transcendental. * Increase poll timeout. Small improvements to proxy. * Disable gfx unit tests. * Put test runner in shared library mode by default. * Change comment. Kick off another CI test. * Small edit to kick off builds. * Run unit tests on proxy. * Turn on using proxy for now. * Enable swift shader. * Fix typo. Add exception support. * Make the default spwan type SharedLibrary Use isolation for gfx unit tests. * Update slang-binaries. * Fix typo. * Report unit test output information.
2021-10-26Expanded gfx::Format to include additional formats (#1982)lucy96chen
* Format list updated with additional formats supported by both D3D and Vulkan; D3DUtil::getMapFormat() and VkUtil::getVkFormat() updated to include additional formats; GFX_FORMAT() updated with all additional formats (BC compression unfinished) * Finished updating GFX_FORMAT with newly added formats and sizes; Pixel size is now tracked using the FormatPixelSize struct containing the values for bytes per block and pixels per block to accomodate BC formats; Updated gfxGetFormatSize and associated sub-calls to return FormatPixelSize instead of uint8_t; Most calls to gfxGetFormatSize() updated to reflect changes, a couple calls still unupdated * Changes to accommodate new formats finished, debugging slang-literal unit test * First format unit test working * One test added for BC1Unorm and RGBA8Unorm_SRGB, both passing * Refactored format testing code to merge BC1Unorm and RGBA8Unorm SRGB into a single file * All unit tests added for BC and Srgb formats * Most tests added and working; Added five additional formats (still need tests) and made the appropriate changes to support these; createTextureView() modified for D3D11, D3D12, and Vulkan to take into account the format specified in the texture view desc when the texture's format is typeless * Format enums renamed to more closely match their D3D counterparts; Added a universal float and uint buffer and buffer view for use across all Format tests * Remaining tests added; D3D12 tests pass, but Vulkan crashes in BC1_UNORM and D3D11 spits out a bunch of D3D11 Errors (but supposedly passes) * re-run premake * Added Sint versions of test shaders; Vulkan and D3D11 tests also pass * Size struct for format unit tests no longer use initializer lists * Fixed a Size struct missed in the previous pass * Fixed minor bugs causing tests to fail * Added documentation detailing all currently unsupported formats * Skip tests causing unsupported format warnings due to swiftshader * updated several test using old Format enum names * Revert change to compareComputeResult() that was added for debugging purposes * DEBUGGING: Added prints to identify which formats are failing on CI * Reverted attempted debugging changes; Fixed texture2d-gather.hlsl to use updated Format enums * Fixed incorrect array sizes in d3d11 _initSrvDesc() * Commented out further tests that produce unexpected results when tested for Vulkan with swiftshader * Revert "Merge branch 'expanded-format-support' of https://github.com/lucy96chen/slang into expanded-format-support" This reverts commit 20008f0d3ecc3b1405ecac8c138edaa3cd37ed6b, reversing changes made to 6081e95827315fee50e18409394d5abd62fac787. * Added a fuzzy comparison function for use with floats * submodule update * Revert messed up changes caused by previous revert after automatically merging on github
2021-10-21Passing associated type arguments to existential parameters + packing for ↵Yong He
`bool`. (#1987) * Passing associated type arguments to existential parameters + packing for `bool`. * fix typo Co-authored-by: Yong He <yhe@nvidia.com>
2021-10-04Removing exceptions from core/compiler-core (#1953)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Refactor Stream. Working on all tests. * Split out CharEncode. * Make method names lower camel. m_prefix in Writer/Reader * Tidy up around CharEncode interface. * Small improvements around encode/decode. * Better use of types. * Remove readLine from TextReader. * Remove exceptions from Stream/Text handling. * Fix some typos. * Fix tabbing. * Fix missing override. * Remove remaining exception throw/catch via using signal mechanism. * Remove exceptions that are not used anymore. * Document the Stream interface. * Remove index for decoding 'get byte' function. * Fix CharReader -> ByteReader.
2021-09-13Bug fix in 16bit type emit, vk validation error fix. (#1936)Yong He
+ Implement bit_cast between float16 and uint16 in GLSL. + Enable pack-any-value-16bit test on vk. Co-authored-by: Yong He <yhe@nvidia.com>
2021-09-09`reinterpret` and 16-bit value packing. (#1933)Yong He
* `reinterpret` and 16-bit value packing. * Update `half-texture` cross-compile test reference result. * Revert inadvertent reformatting of slang-ir-inst-defs.h Co-authored-by: Yong He <yhe@nvidia.com>
2021-09-03Fix crash: dynamic dispatch of generic interface method. (#1929)Yong He
* Fix crash: dynamic dispatch of generic interface method. * Fix memory error. Co-authored-by: Yong He <yhe@nvidia.com>
2021-08-26Add API to control interface specialization. (#1925)Yong He
2021-08-25Add `createDynamicObject` stdlib function. (#1923)Yong He
This function takes a user provided `typeID` and arbitrary typed value, and turns them into an existential value whose `witnessTableID` is `typeID` and whose `anyValue` is the user provided value. This allows the users to pack the runtime type id info in arbitrary way.
2021-07-21Work to mitigate SPIR-V bloat (#1914)Theresa Foley
* Work to mitigate SPIR-V bloat SPIR-V is not an especially compact format, but some patterns in how Slang generates code and then runs it through `spirv-opt` lead to many redundant field-by-field copy operations being emitted. This change attempts to address some of the resulting bloat from the Slang side of things. Note: experimentation shows that the bloat is less pronounced when running either *no* SPIR-V optimizations or *full* SPIR-V optimizations, so it is also likely that the bloat should be addressed by changing which `spirv-opt` passes the Slang compiler runs in default (`-O1`) builds. Such changes should come as a distinct pull request. This change primarily does two things: First, the code generation strategy for passing arguments to `out` and `inout` parameters has been changed. In the past, the compiler would *always* copy the argument value into a temporary, then pass the address of the temporary, and then write back the value after the call. The new code generation strategy attempts to identify when an argument value already has a simple address in memory and passes that address directly when possible. This eliminates many copy operations that occur before/after calls to functions with `out`/`inout` parameters. Second, we introduce an IR optimization pass that detects call sites where the entire contents of a buffer (usually a constant buffer) is being passed to a callee function, such that many bytes are loaded and then passed even if only very few are used in the callee. The pass moves the load operations from the caller to a specialized version of the the callee where possible (e.g., when the constant buffer in question is a global shader parameter). Doing this eliminates another major category of copies. Notes: * The IR lowering logic is complicated by the fact that several kinds of l-values (values that are usable as the desitnation of assignment, or for `out`/`inout` arguments) are not actually addressable. An easy example is a non-contiguous swizzle like `v.xwz` on a `float4`, where the value occupies 12 bytes, but not 12 consecutive bytes with a single address. There are many more corner cases like that and the IR lowering pass carries a lot of complexity to deal with them. A more systematic overhaul is due some time soon. * The IR representation of `out` and `inout` parameters deserves some careful scrutiny when making these kinds of changes. The official semantics of `inout` in HLSL has been "copy in copy out" (and `out` is just "copy out") which is observably different from any solution that passes in the address of an l-value directly. By making this change we are saying that Slang's semantics are not precisely those of legacy HLSL, and that our semantics for `inout` parameters are closer to those of `inout` in Swift or of a mutable borrow in Rust. In the Swift case the implementation can freely pass the underlying storage of an l-value or the address of a temporary, and valid programs may not observe the different. It is thus illegal to observe the value in a storage local while a mutation to that location is "in flight." All of this is way more detailed and technical than 99% of Slang users will ever care about, but importantly it gives us semantic cover to eliminate these copies in the IR, and also to emit output C++ code that implements `out` and `inout` as by-reference parameter passing. * There was an exsting generic pass for specializing functions based on call sites that uses a "template method" style of pattern to customize its behavior. That pass needed to be generalized to handle this use case because it had previously operated on the assumption that the "desire" to specialize a callee function must be driven by the parameter declarations of that function, and not on the argument values passed in. The code has been slightly refactored to allow the policy for specialization to consider both parameters and arguments. * Unsurprisingly, a bunch of the GLSL (and thus SPIR-V) generated has changed with this work, so several baseline `.slang.glsl` files needed to be updated. * This change is incomplete in that it does not address broader cases of buffer loads, including both partial loads from constant buffers (just loading one field, but a field that uses a "large" structure type), and loads from multi-element buffers (a lot from a structured buffer where the element type is "large"). The main question in each of those cases is how to define how "large" a structure needs to be before we decide to try and sink loads into callee functions like this. In the worst case, sinking loads in this way may actually create *more* memory traffic (because the same values get loaded in multiple callee functions). * fixup: run premake * fixup: typo
2021-07-09Enable testing with Swiftshader. (#1906)Yong He
2021-07-08Allow render-test to run inline ray tracing tests. (#1903)Yong He
* Update VS projects to 2019. * Empty commit to trigger build * Implement gfx inline ray tracing on D3D12. * Allow render-test to run inline ray tracing tests. Co-authored-by: Yong He <yhe@nvidia.com>
2021-06-09Enable some VK texture tests (#1878)jsmall-nvidia
2021-06-08Fix RWTexture issues on CUDA (#1876)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Re-enable CUDA RWTexture tests. Re-enable RWTexture1D test Make sure tests have only single mip for RWTexture (required for CUDA) * Fix issue with reading CUDA surface. Re-enable working CUDA RWTextureTest. Enable 1D case.
2021-06-06Fixed issue around 4xFloat16 texture on CUDA (#1874)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Fixes around Float16. Incorrect calculation of 'elementSize'.
2021-06-02Various Fixes to gfx, reflection and emit. (#1867)Yong He
* Various Fixes to gfx, reflection and emit. - Fix GLSL emit to properly output `*bitsTo*` functions for `IRBitCast` insts. - Add line directive mode setting for `ISession`. - Extend `TypeLayout::getElementStride` to handle `VectorType` case. - Fix `IDevice::readBufferResource` 's D3D12 implementation to copy only the requested bytes out. - Fix `render-test` to use the `ISession` from `gfx` instead of creating its own `ISession` to make sure `gfx` and `render-test` agree on WitnessTable and RTTI IDs. - Extend `render-test` to support filling vector and matrix values in the new `set x = ...` TEST_INPUT syntax. - Add a `dynamic-dispatch-15` test case to make sure packing / unpacking works correctly across all targets, and to make sure render-test's RTTI/WitnessTable ID filling logic is correct for non-trivial cases. * Remove default-major test * Fix cyclic reference in `ExtendedTypeLayout`. * Move `lineDirectiveMode` setting to `TargetDesc`. Add `structureSize` to `TargetDesc` and `SessionDesc` for future binary compatibility. * Cleanup. Co-authored-by: Yong He <yhe@nvidia.com>
2021-05-25Rework shader object specialization control interface. (#1857)Yong He
2021-05-25Allow overriding specialization args via `IShaderObject`. (#1854)Yong He
* Allow overriding specialization args via `IShaderObject`. * Fixes. Co-authored-by: T. Foley <tfoleyNV@users.noreply.github.com>
2021-05-21[gfx] Support StructuredBuffer<IInterface>. (#1851)Yong He
Co-authored-by: T. Foley <tfoleyNV@users.noreply.github.com>
2021-05-15Read half->float RWTexture conversion (#1842)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Fix for writing to RWTexture with half types on CUDA. * CUDA half functionality doc updates. * First pass support for sust.p RWTexture format conversion on write. * Tidy up implementation of $C. Made clamping mode #define able. * A simple test for RWTexture CUDA format conversion. * Add support for float2 and float4. * WIP conversion testing. * Use $E to fix byte addressing in X in CUDA. * Do not scale when accessing via _convert versions of surface functions. * Revert to previous test. * Test with half/float convert write/read. * More broad half->float read conversion testing. * Improve documentation around half and RWTexture conversion.
2021-05-15Support for HW format conversions for RWTexture on CUDA (#1840)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Fix for writing to RWTexture with half types on CUDA. * CUDA half functionality doc updates. * First pass support for sust.p RWTexture format conversion on write. * Tidy up implementation of $C. Made clamping mode #define able. * A simple test for RWTexture CUDA format conversion.
2021-05-14Fix for KernelContext threading issue for C++ targets (#1843)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Fix for issue where threading KernelContext was not working on C++ test when there were multiple invocations. * Improve test for context threading.
2021-05-14CUDA half RWTexture write support/doc improvements (#1839)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Fix for writing to RWTexture with half types on CUDA. * CUDA half functionality doc updates.
2021-05-06Support for reads from RWTexture<half> (#1837)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Split out StringEscapeUtil. * Added StringEscapeUtil. * Fix typo in unix quoting type. * Small comment improvements. * Try to fix linux linking issue. * Fix typo. * Attempt to fix linux link issue. * Update VS proj even though nothing really changed. * Fix another typo issue. * Fix for windows issue. Fixed bug. * Make separate Utils for escaping. * Fix typo. * Split out into StringEscapeHandler. * Windows shell does handle removing quotes (so remove code to remove them). * Handle unescaping if not initiating using the shell. * Slight improvement around shell like decoding. * Simplify command extraction. * Add shared-library category type. * Fix bug in command extraction. * Typo in transcendental category. * Enable unit-test on in smoke test category. * Make parsing failing output as a failing test. * Fixes for transcendental tests. Disable tests that do not work. * Changed category parsing. * Removed the TestResult parameter from _gatherTestsForFile. Made testsList only output. * Remove testing if all tests were disabled. * Make args of CommandLine always unescaped. * Add category. * Don't need escaping on unix/linux. * Remove some no longer used functions. * Add requireSMVersion to CUDAExtensionTracker. * half-calc.slang now works for CUDA. * bit-cast-16-bit works on CUDA. * WIP handling of CUDA vector<half> types. * Half swizzle CUDA. * Half vector test. * Fix swizzle half bug. * Fix compilation issue with narrowing to Index. * Add unary ops. * Add some vector scalar maths ops. * Add half vector conversions for CUDA. * Fix erroneous comment. * Support for half comparisons. * First pass test for half compare. * Fix bug in CUDA specialized emit control. Updated tests to have pre and post inc/dec. * Removed unneeded parts of the cuda prelude. * Half structured buffer works on CUDA. * Added name lookup for Gfx::Format * Support half texture type in test system. * Test for half reading on CUDA. * Add half formats to Vk and D3D utils. * Fix getAt for CUDA - where there might not be a .x member in a vector. * Template specialization for half surface access works. * Half RWTexture support. * Test for half RWTexture access. * Update half-rw-texture test. * Remove test function from CUDA prelude.
2021-05-06Half texture support (#1836)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Split out StringEscapeUtil. * Added StringEscapeUtil. * Fix typo in unix quoting type. * Small comment improvements. * Try to fix linux linking issue. * Fix typo. * Attempt to fix linux link issue. * Update VS proj even though nothing really changed. * Fix another typo issue. * Fix for windows issue. Fixed bug. * Make separate Utils for escaping. * Fix typo. * Split out into StringEscapeHandler. * Windows shell does handle removing quotes (so remove code to remove them). * Handle unescaping if not initiating using the shell. * Slight improvement around shell like decoding. * Simplify command extraction. * Add shared-library category type. * Fix bug in command extraction. * Typo in transcendental category. * Enable unit-test on in smoke test category. * Make parsing failing output as a failing test. * Fixes for transcendental tests. Disable tests that do not work. * Changed category parsing. * Removed the TestResult parameter from _gatherTestsForFile. Made testsList only output. * Remove testing if all tests were disabled. * Make args of CommandLine always unescaped. * Add category. * Don't need escaping on unix/linux. * Remove some no longer used functions. * Add requireSMVersion to CUDAExtensionTracker. * half-calc.slang now works for CUDA. * bit-cast-16-bit works on CUDA. * WIP handling of CUDA vector<half> types. * Half swizzle CUDA. * Half vector test. * Fix swizzle half bug. * Fix compilation issue with narrowing to Index. * Add unary ops. * Add some vector scalar maths ops. * Add half vector conversions for CUDA. * Fix erroneous comment. * Support for half comparisons. * First pass test for half compare. * Fix bug in CUDA specialized emit control. Updated tests to have pre and post inc/dec. * Removed unneeded parts of the cuda prelude. * Half structured buffer works on CUDA. * Added name lookup for Gfx::Format * Support half texture type in test system. * Test for half reading on CUDA. * Add half formats to Vk and D3D utils. * Fix getAt for CUDA - where there might not be a .x member in a vector.
2021-05-04CUDA half comparison support (#1834)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Split out StringEscapeUtil. * Added StringEscapeUtil. * Fix typo in unix quoting type. * Small comment improvements. * Try to fix linux linking issue. * Fix typo. * Attempt to fix linux link issue. * Update VS proj even though nothing really changed. * Fix another typo issue. * Fix for windows issue. Fixed bug. * Make separate Utils for escaping. * Fix typo. * Split out into StringEscapeHandler. * Windows shell does handle removing quotes (so remove code to remove them). * Handle unescaping if not initiating using the shell. * Slight improvement around shell like decoding. * Simplify command extraction. * Add shared-library category type. * Fix bug in command extraction. * Typo in transcendental category. * Enable unit-test on in smoke test category. * Make parsing failing output as a failing test. * Fixes for transcendental tests. Disable tests that do not work. * Changed category parsing. * Removed the TestResult parameter from _gatherTestsForFile. Made testsList only output. * Remove testing if all tests were disabled. * Make args of CommandLine always unescaped. * Add category. * Don't need escaping on unix/linux. * Remove some no longer used functions. * Add requireSMVersion to CUDAExtensionTracker. * half-calc.slang now works for CUDA. * bit-cast-16-bit works on CUDA. * WIP handling of CUDA vector<half> types. * Half swizzle CUDA. * Half vector test. * Fix swizzle half bug. * Fix compilation issue with narrowing to Index. * Add unary ops. * Add some vector scalar maths ops. * Add half vector conversions for CUDA. * Fix erroneous comment. * Support for half comparisons. * First pass test for half compare. * Fix bug in CUDA specialized emit control. Updated tests to have pre and post inc/dec. * Removed unneeded parts of the cuda prelude. * Half structured buffer works on CUDA. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
2021-05-04More CUDA Half support (#1833)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Split out StringEscapeUtil. * Added StringEscapeUtil. * Fix typo in unix quoting type. * Small comment improvements. * Try to fix linux linking issue. * Fix typo. * Attempt to fix linux link issue. * Update VS proj even though nothing really changed. * Fix another typo issue. * Fix for windows issue. Fixed bug. * Make separate Utils for escaping. * Fix typo. * Split out into StringEscapeHandler. * Windows shell does handle removing quotes (so remove code to remove them). * Handle unescaping if not initiating using the shell. * Slight improvement around shell like decoding. * Simplify command extraction. * Add shared-library category type. * Fix bug in command extraction. * Typo in transcendental category. * Enable unit-test on in smoke test category. * Make parsing failing output as a failing test. * Fixes for transcendental tests. Disable tests that do not work. * Changed category parsing. * Removed the TestResult parameter from _gatherTestsForFile. Made testsList only output. * Remove testing if all tests were disabled. * Make args of CommandLine always unescaped. * Add category. * Don't need escaping on unix/linux. * Remove some no longer used functions. * Add requireSMVersion to CUDAExtensionTracker. * half-calc.slang now works for CUDA. * bit-cast-16-bit works on CUDA. * WIP handling of CUDA vector<half> types. * Half swizzle CUDA. * Half vector test. * Fix swizzle half bug. * Fix compilation issue with narrowing to Index. * Add unary ops. * Add some vector scalar maths ops. * Add half vector conversions for CUDA. * Fix erroneous comment.
2021-04-30Preliminary CUDA half maths (#1827)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Split out StringEscapeUtil. * Added StringEscapeUtil. * Fix typo in unix quoting type. * Small comment improvements. * Try to fix linux linking issue. * Fix typo. * Attempt to fix linux link issue. * Update VS proj even though nothing really changed. * Fix another typo issue. * Fix for windows issue. Fixed bug. * Make separate Utils for escaping. * Fix typo. * Split out into StringEscapeHandler. * Windows shell does handle removing quotes (so remove code to remove them). * Handle unescaping if not initiating using the shell. * Slight improvement around shell like decoding. * Simplify command extraction. * Add shared-library category type. * Fix bug in command extraction. * Typo in transcendental category. * Enable unit-test on in smoke test category. * Make parsing failing output as a failing test. * Fixes for transcendental tests. Disable tests that do not work. * Changed category parsing. * Removed the TestResult parameter from _gatherTestsForFile. Made testsList only output. * Remove testing if all tests were disabled. * Make args of CommandLine always unescaped. * Add category. * Don't need escaping on unix/linux. * Remove some no longer used functions. * Add requireSMVersion to CUDAExtensionTracker. * half-calc.slang now works for CUDA. * bit-cast-16-bit works on CUDA. * WIP handling of CUDA vector<half> types. * Half swizzle CUDA. * Half vector test. * Fix swizzle half bug. * Fix compilation issue with narrowing to Index. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
2021-04-29Update gfx back-ends to handle static specialization (#1826)Tim Foley
* Update gfx back-ends to handle static specialization The main goal here is to make the D3D11, D3D12 and Vulkan back-ends support static specialization of interface types in the case where the data for the type won't "fit" in the pre-allocated space for existential values. This includes all cases where the concrete type being specialized to has resources/samplers/etc., as well as any cases where its ordinary/uniform data exceeds the space available. (Note that the CPU and CUDA targets don't need this work since they can (in theory) support arbitrary-size data in the fixed-size existential payload by using pointer indirection. Actually supporting indirection in those cases should be a distinct change) The Slang compiler already performs layout for programs that have this kind of data that doesn't "fit," and it lays them out using an idea of "pending" type layouts. Basically, a type that contains some amount of specialized interface-type fields will produce both a "primary" type layout that just covers the data for the unspecialized case, as well as "pending" type layout that describes the layout for all the extra data needed by specialization. When laying out a `ConstantBuffer<X>` or `ParameterBlocK<X>` ("CB" or "PB"), the front-end will try to place as much of that "pending" data into the layout of the buffer/block itself as is possible. That means that both CBs and PBs will be able to allocate trailing bytes for any ordinary data in the "pending" layout. PBs will be able to allocate any trailing resources/samplers into their layout, but for CBs they will spill out to be part of the pending layout for the buffer itself. In order for the back-ends to properly handle pending data, they need to *either* assume the exact layout rules used by the front-end and try to reproduce them (e.g., by iterating over binding ranges and sub-objects in the exact same order that front-end layout would enumerate them), *or* they need to respect the reflection information produced by the front-end. This change takes the latter approach, trying to make only minimal assumptions about the layout rules being used. This choice is motivated by wanting to decouple the `gfx` implementation from the compiler front-end, especially insofar as this work has made me question whether the current layout rules are the best ones possible. A common theme across all the implementations is to have a fixed-size type that can represent "binding offsets" for the chosen back-end. The offset type has fields that depend on the API-specific way bindings are indexed; e.g., for D3D11 it has offsets for CBV, SRV, UAV, and sampler bindings. This fixed-size offset type can be filled in based on Slang reflecton information, and then used to compute derived offsets with just a few add operations. The simple offset type for each API is then extended to produce an offset type that includes both the offsets for "primary" data and also the offsets for "pending" data. Most logic that traffics in offsets doesn't have to know about this more complicated representation. Making consistent use of these offsets required that I pretty much rewrite the logic that actually applies shader objects to the API state. Doing so might be lowering the efficiency of the system in the near term, but the increase in clarity was important for getting the work done, and it seems like it will also be important if/when we start trying to perform special-case optimizations around root and entry-point parameter setting. While there are many API-specific differences, we can identify a repeated pattern where many steps, whether applying parameters to the pipeline stage or constructing signatures / layouts, can be broken down into three main operations on `ShaderObject`s or their layouts: * `*AsValue()` is the core operation, and is the one used for the `ExistentialValue` case most of the time. It ignores the ordinary data in the object, and instead processes all nested binding ranges (for resources/smaplers) and sub-objects. * `*AsConstantBuffer()` handles the `ConstntBuffer<X>` case, by dealing with the implicit buffer for ordinary data (if it is needed) and then delegates to the `*AsValue()` case. * `*AsParameterBlock()` handles the `ParameterBlock<X>` case, by allocating/preparing/etc. any descriptor tables/sets that would be required for the current object/layout and then delegating to `*AsConstantBuffer()` to do the rest The idea is that by having the parameter block case delegate to the constant buffer case, which delegates to the value/existential case, we can streamline a lot of the logic so that it doesn't seem quite as full of special cases. Note: When preparing this pull request I spent a reasonable amount of time trying to clean up the D3D11 and Vulkan implementations, so they are probably the easiest to read and understand when it comes to the new code. Doing the cleanup work also helped to work out some weird corner case bugs/issues. In contrast, the D3D12 path hasn't had as much attention given to cleanliness and comments, so it really needs some attention down the line to get things into a state that is easier to understand. * fixup: remove debugging code spotted in review
2021-04-29Support for escaped paths in tools (#1823)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Split out StringEscapeUtil. * Added StringEscapeUtil. * Fix typo in unix quoting type. * Small comment improvements. * Try to fix linux linking issue. * Fix typo. * Attempt to fix linux link issue. * Update VS proj even though nothing really changed. * Fix another typo issue. * Fix for windows issue. Fixed bug. * Make separate Utils for escaping. * Fix typo. * Split out into StringEscapeHandler. * Windows shell does handle removing quotes (so remove code to remove them). * Handle unescaping if not initiating using the shell. * Slight improvement around shell like decoding. * Simplify command extraction. * Add shared-library category type. * Fix bug in command extraction. * Typo in transcendental category. * Enable unit-test on in smoke test category. * Make parsing failing output as a failing test. * Fixes for transcendental tests. Disable tests that do not work. * Changed category parsing. * Removed the TestResult parameter from _gatherTestsForFile. Made testsList only output. * Remove testing if all tests were disabled. * Fix typo. * Disable path canonical test on linux because CI issue.
2021-04-26Matrix tests and assorted bug tests (#1814)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Some test around matrix layout. * A test for problem with C++ code output. * Default should be column major CPU/CUDA tests confused this. * Added column-major test * Small fixes around tabs/comments * Diagnostic problem for init of vector type with inappropriate params. * Test demonstrating inconsistency between GPU and 'CPU-like' non square matrices. * Added column major non square test. * Remove vector mismatch - because ambiguity is arguably reasonable because float can silently promote to a vector. * Small typo fixes for non-square-column-major.slang
2021-04-23Preliminary CUDA Half support (#1808)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * WIP CUDA half support. * Working support for half on CUDA - requires cuda_fp16.h and associated files can be found. * Fix for win32 for unused funcs. * Fix for Clang. * Hack to disable unused local function warning.
2021-04-01Refactor D3D12 renderer root signature creation (#1779)Tim Foley
This change originated as an attempt to re-enable a test case, but it has ended up disabling more tests (for good reasons) than it re-enables. The main change here is a significant overhaul of the way that the D3D12 render path extracts information from the Slang reflection API to produce a root signature. There were also some supporting fixes in the reflection information to make sure it returns what the D3D12 back-end needed. The big picture here is that the D3D12 path now uses the descriptor ranges stored in the reflection data more or less directly. It still needs to use register/space offset information queried via the "old" reflection API, but it only does so at the top level now, for the program and entry points themselves. All other layout information is derived directly from what Slang provides. Smaller changes: * The "flat" reflection API was expanded to include `getBindingRangeDescriptorRangeCount()` which was clearly missing. * The "flat" reflection results for a constant buffer or parameter block that didn't contain any uniform data and was mapped to a plain constant buffer needed to be fixed up. That logic is still way to subtle to be trusted. * Several additional tests were disabled that relied on static specialization, global/entry-point generi type parameters, structured buffers of interfaces or other features we don't officially support with shader objects right now. All of the affected tests were somehow passing by sheer luck and because they often passed in specialization arguments via explicit `TEST_INPUT` lines. * The `inteface-shader-param` test is re-enabled now that we can properly describe its input with the new `set` mode on `TEST_INPUT` * `ShaderCursor::getElement()` can now be used on structure types (in addition to arrays) to support by-index access to fields * The `TEST_INPUT` system was expanded to support both by-name and by-index setting of structure fields for aggregates * The `TEST_INPUT` system was expanded to allow an `out` prefix to mark parts of an expression as outputs on a `set` lines * The `TEST_INPUT` system was expanded so that anything that would be allowed on a `TEST_INPUT` line by itself (like `ubuffer(...)`) can now be used as a sub-expression on a `set` line Co-authored-by: Yong He <yonghe@outlook.com>
2021-03-30Add a streamlined syntax for TEST_INPUT lines (#1768)Tim Foley
This change allows the `TEST_INPUT` syntax used by `render-test` to support aggregate values with a single input line more easily. The test writer can now use a syntax like: ``` //TEST_INPUT:set someVar = 3.0 ``` Input lines that start with the `set` keyword will now use a simpler `dst = src` format (instead of `dst:name=src` as the existing syntax used). The right-hand side expression can include: * Numeric literals, both integer and floating-point (currently only supporting 32-bit scalar types; we could fix this later) * Arrays, consisting of zero or more comma-separated expressions inside `[]` * Aggregates, consisting of zero or more comma-separated "fields" inside `{}`. A field can either be `name: <expr>` or just `<expr>` * Objects, which can be written as either `new SomeType{ <fields> }` or `new{ <fields> }` in the case where the type is know-able from context With this approach is should be possible to support almost arbitrary-type inputs on a single line. For now, I have used this support to re-enable an existing test that had been disabled due to lack of support for setting up arrays of objects. Major things left to do: * The new syntax doesn't support the existing cases we had for `Texture2D`, etc. Those should probably be supported but I'd like to find a way to do it without duplicating the parsing logic (ideally the value cases from the existing code should Just Work in the new model) * There is no support right now for non-32-bit scalar types * It would be good if this support (and the shader cursor system) supported treating vectors like aggregates * The actual value-setting logic doesn't currently handle aggregates without field names, so `{ a:0, b:1 }` will work but `{ 0, 1 }` will parse but fail when it comes time to set values * While this approach lets complicated values be set with a single line, that isn't always what a user will want to do: in the future we should provide a way to break up an aggregate value over multiple lines that is consistent with this approach * Once we port all of the relvant tests over, it would be great to drop the `set` prefix and have these lines look as simple and conventional as possible
2021-03-25Clean up render-test handling of input (#1766)Tim Foley
The original goal of this change was to streamline the `TEST_INPUT` system by eliminating options that are no longer relevant once we have eliminated the non-shader-object execution paths. The result is more or less a re-implementation/refactor of the logic around how input is parsed and represented, that tries to set things up for a more general sytem going forward. The main changes isthat the `ShaderInputLayout` no longer tracks a simple flat list of `ShaderInputLayoutEntry` (that is a kind of pseudo-union of the various buffer/texture/value cases), and it instead uses a hierarchical representation composed of `RefObject`-derived classes to represent "values." There are several "simple" cases of values * Textures * Samplers * Uniform/ordinary data (`uniform`) * Buffers composed of uniform/ordinary data (`ubuffer`) Then there are composed/aggregate values that nest other values: * An *aggregate* value is a set of *fields* which are name/value pairs. It can be used to fill in a structure, for example. * An *array* value is a list of values for the elements of an array. It can be used to fill out an array-of-textures parameter, for example. * A combined texture/sampler value is a pair of a texture value and a sampler value (easy enough) * An *object* holds an optional type name for a shader object to allocate (it defaults to the type that is "under" the current shader cursor when binding), and a nested value that describes how to fill in the contents of that object Finally there are cases of values that are just syntactic sugar: * A `cbuffer` is just shorthand for creating an object value with a nested uniform/ordinary data value The big idea with this recursive structure is that it gives us a way to handle more arbitrary data types with name-based binding. Supporting this new capability requires changes to both how input layouts get parsed, and also how they get bound into shader objects. On the parsing side, things have been refactored a bit so that parsing isn't a single monolithic routine. The refactor also tries to make it so that the various options on an input item (e.g., the `size=...` option for textures) are only supported on the relevant type of entry (so you can't specify as many useless options that will be ignored). The bigger change to parsing is that it now supports a hierarchical structure, where certain input elements like `begin_array` can push a new "parent" value onto a stack, and subsequent `TEST_INPUT` lines will be parsed as children of that item until a matching `end` item. This approach means that we can now in principle describe arbitrary hierarchical structures as part of test input without endlessly increasing the complexity of invididual `TEST_INPUT` lines. On the binding side, we now have a central recursive operation called `assign(ShaderCursor, ShaderInputLayout::ValPtr)` that assigns from a parsed `ShaderInputLayout` value to a particular cursor. That operation can then recurse on the fields/elements/contents of whatever the cursor points to. Major open directions: * With this change it is still necessary to use `uniform` entries to set things like individual integers or `float`s and that is a little silly. It would be good to have some streamlines cases for setting individual scalar values. * Further, once we have a hierarchical representation of the values for `TEST_INPUT` lines, it becomes clear that we really ought to move to a format more like `TEST_INPUT: dstLocation = srcValue;` where `srcValue` is some kind of hierarchial expression grammar. Refactoring things in this way should make the binding logic even more clear and easy to understand. The refactored parser should make parsing hierarchical expressions easier to do in the future (even if it uses the push/pop model for now) * One detailed note is that the representation of buffers in this change is kind of a compromise. Just as an "object" value is a thin wrapper around a recursively-contained value for its "content" it seems clear that a buffer could be represented as a wrapper around a content value that could include hierarchical aggregates/objects instead of just flat binary data (this would be important for things like a buffer over a structure type that lays out different on different targets). The main problem right now with changing the representation is actually needing to compute the size of a buffer based on its content, so that can/should be addressed in a subsequent change. Details: * The base `RenderTestApp` class and the `ShaderObjectRenderTestApp` classes have been merged, since the hierarchy no longer serves any purpose. * Disabled the tess that rely on `StructuredBuffer<IWhatever>` because they aren't really supported by our current shader object implementation * Replaced used of `Uniform` and `root_constants` in `TEST_INPUT` lines with just `uniform` * Removed a bunch of uses of `stride` from `cbuffer` inputs, where it wasn't really correct/meaningful * Added the `copyBuffer()` operation to VK/D3D renderers, along with some missing `Usage` cases to support it. * Made `ShaderCursor` handle the logic to look up a name in the entry points of a root shader object, rather than just having that logic in `render-test`. (We probably need to make a clear design choice on this issue)
2021-03-25Improve Vulkan shader-objects implementation. (#1765)Yong He
* Improve Vulkan shader-objects implementation. 1. Null bindings no longer crashes. 2. No longer copies push constants to staging CPU buffer before setting it into command buffer. The entry-point shader object now directly sets it into command buffer upon `bindObject` call. * Update comments * Fix * Re-enable 3 tests. Improved vulkan implementation so that each shader object is responsible for creating descriptor sets on-demand. Fixed slang reflection to correctly report `ParameterBlock` binding. * Fix gcc compile error.
2021-03-17Remove old code paths from render-test (#1760)Tim Foley
* Remove old code paths from render-test Historically, the `render-test` tool was using three different code paths: * One based on `gfx` and manual (non-reflection-based) parameter setting, used for OpenGL, D3D11, D3D12, and Vulkan * One for CPU that used reflection-based parameter setting but shared no code with the first * One for CUDA that used reflection-based parameter setting and shared some, but not all, code with the CPU path Recently we've updated `render-test` to include a fourth option: * Using `gfx` and the "shader object" system it exposes for a unified reflection-based parameter-setting system taht works across OpenGL, D3D11, D3D12, Vulkan, CUDA, and CPU This change removes the first three options and leaves only the single unified path. A sa result, a bunch of code in `render-test` is no longer needed, and the codebase no longer relies on things like the `IDescriptorSet`-related APIs in `gfx`. Several existing tests had to be disabled to make this change possible. Those tests will need to be audited and either re-enabled once we fix issues in the shader object system, or permanently removed if they don't test stuff we intend to support in the long run (e.g., global-scope type parameters, which aren't a clear necessity). * fixup: CUDA detection logic
2021-03-12Add a CPU renderer implementation (#1750)Tim Foley
* 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
2021-02-26Shader object specialization work-in-progress (#1728)Tim Foley
* Shader object specialization work-in-progress The big change here is in the `setObject()` implementations, where we now take write the witness table ID and data for the value being assigned in both the CUDA and graphics-API paths (it is possible the code could be shared...). The logic for deciding whether a value "fits" in the existential value payload should actually be correct here, since it uses the reflection data. The other relevant change is that the logic for writing out the ordinary/uniform data for a shader object on the graphics-API path has been updated so that it only allocates the GPU buffer *after* it knows the specialized layout, and can thus allocate space for any extra parameter data that wasn't in the original layout but got added by specialization. There is some inactive code in place that tries to sketch how the implementation should handle writing the data of sub-objects for interface-type fields into the appropriate areas of the allocated buffer for a parent object, but that is stubbed out for now pending implementation of the relevant reflection information. This change also introduces logic in the graphics-API path to create a specialized layout for a shader object on-demand (so that it will only be created after the specialization arguments are known or can be inferred). The implementation needs to treat ordinary shader objects and root shader objects differently because the Slang API handles specialization differently for ordinary types vs. `IComponentType`s. Some notes and caveats: * The CUDA path doesn't need to compute specialized layouts the way the graphics-API path does because layout doesn't change based on specialization for that path (just as it won't for the CPU path) * This code just skips over the RTTI field in existential values because it seems that we currently aren't using it in generated code. * We are completely missing the logic for recursively writing the resource ranges of sub-objects bound to interface-type fields into the descriptor set(s) of the parent object. The missing link there is reflection API support, just as it is for filling in the ordinary/uniform data. We need a way to get the binding range offset (and binding array stride) for the "pending" data of a specialized interface-type field. * The logic for computing specialization arguments based on the shader objects bound to interface-type fields has a lot of holes. Some of the indexing math is flat-out incorrect, and it also doesn't make any attempt to handle sub-object ranges with more than one element in them. I tweaked some of the code there to make it *more* correct, but that doesn't mean it is actually correct at this point. * The logic for computing a specialized `IComponentType` for a `ProgramVars` in the graphics-API path seems to have a lot of overlap with `maybeSpecializeProgram()`, so we should look into ways to avoid the duplication over time. * clang error fix
2021-02-17More #line improvements (#1713)jsmall-nvidia
* #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>
2021-02-17Add `SampleGrad` overload for lod clamp. (#1711)Yong He
* 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>
2021-02-04[gfx] Shader-object driven shader compilation. (#1688)Yong He
2021-01-15Convert more tests to use shader objects (#1659)Tim Foley
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.
2020-12-11Implements CUDA renderer in gfx. (#1637)Yong He
* Implements CUDA renderer in gfx. * Revert unnecessary change. * Revert unnecessary changes. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
2020-12-10Move ShaderObject to be under renderer interface. (#1633)Yong He
* Move ShaderObject to be under renderer interface. * Make `create*PipelineState` take `const PipelineStateDesc&`. * Move ShaderCursor implementation to a cpp file
2020-12-03Add shader object parameter binding to renderer_test. (#1622)Yong He
* 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>
2020-11-30Enable all dynamic-dispatch tests on D3D/VK. (#1615)Yong He
2020-11-30Re-enable `interface-shader-param` tests. (#1614)Yong He
2020-11-20Make witness and RTTI handles lower to `uint2`. (#1613)Yong He
* Make witness and RTTI handles lower to `uint2`. And enable some dynamic dispatch tests on D3D/VK. * Bug fixes.