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* Unify GLSL and HLSL buffer block parsing.
Automatic GLSL module recognition.
* Fix.
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* GLSL Passthrough support for SSBO types
* GLSL Passthrough support for SSBO types
* Correctly apply glsl local size layout to entry points during lowering
* Test for glsl layout correctness
* typo
* Reflect GLSL SSBO as raw buffers
* Functional test for glsl ssbo
* Allow allow glsl for render tests
* Functional test for ssbo passthrough
* Functional test for ssbo passthrough with spirv-direct
* fix windows build error
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Co-authored-by: Yong He <yonghe@outlook.com>
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* Correctly apply glsl local size layout to entry points during lowering
* Test for glsl layout correctness
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* Squash warnings and fix build with SLANG_EMBED_STDLIB
* Add GLSLShaderStorageBuffer magic wrapper
* Make GLSLSSBO not a uniform type
* Buffers are global variables
* Allow creating ssbo aggregate types
* Allow reading from RWSB using builder
* Nicer debug printing for ssbos
* Lower SSBO to RWSB
* Parse interface blocks into wrapped structs
* Lower Interface Block Decls to structs
* remove comment
* Two simple ssbo tests
* Move ssbo pass earlier
* Correct mutable buffer detection
* Do not replace ssbo usages outside of blocks
* Treat GLSLSSBO as a mutable buffer for type layouts
* regenerate vs projects
* Correctly detect ssbo types
* Diagnose illegal ssbo
* remove unreachable code
* neaten
* ci wobble
* Make GLSLSSBO ast handling more uniform
* Add modifier cases for glsl
* Use empty val info for unhandled interface blocks
necessary for ./tests/glsl/out-binding-redeclaration.slang
* more sophisticated modifier check
* Correct ssbo wrapper name
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* Unify Texture types in stdlib into 1 generic type.
* Fixes.
* Fix.
* Fixes.
* Fix reflection.
* Fix binding reflection.
* Add gather intrinsics.
* Fix gather intrinsics.
* Fix texture type toText.
* Fix intrinsic.
* fix cuda intrinsic.
* Fix project files.
* cleanup.
* Fix.
* Fix.
* Fix sampler feedback test.
* Fix getDimension intrinsics.
* Fix spirv sample image intrinsics.
* Fix test.
* Fix GLSL intrinsic.
* Cleanup.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Parse glsl buffer blocks to GLSLInterfaceBlockDecl
* Parse glsl local size layout declarations
* Parse (and ignore) glsl version directives
* spelling
* Better l-value interpretation for glsl interface blocks
* Better l-value interpretation for glsl interface blocks
* Add compile flag for enabling glsl
* Parse and ignore precision modifiers.
* Automatically import `glsl` module for compatiblity.
* Complete vector and matrix types for glsl
* Remove generated file from repo
* Bump .gitignore
* do not mark out globals as params
* Synthesize entrypoint layout from global inout vars.
* update test result.
* Allow HLSL semantic on global variables.
* Fix.
* Fix test.
* Fix win32 compile error.
* Add more builtin input/output and texture intrinsics.
* Add struct/array constructor syntax.
* Skip `#extension` lines.
* overide operator * for matrix/vector multiplication.
* Add `matrixCompMult`.
* Parse modifiers in for loop init var declr.
* Add more glsl intrinsics, add stage into to var layout.
* Allow `int[3] x` syntax.
* Fix array type syntax.
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Co-authored-by: Ellie Hermaszewska <ellieh@nvidia.com>
Co-authored-by: Yong He <yhe@nvidia.com>
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* Remove support for the -no-checking flag
Fixes #381
Fixes #383
Work on #382
- No longer expose flag through API (`SLANG_COMPILE_FLAG_NO_CHECKING`) and command-line (`-no-checking`) options
- Remove all logic in `check.cpp` that was withholding diagnostics (including errors) when the no-checking mode was enabled
- Remove `HiddenImplicitCastExpr`, which was only created to support no-checking mode (it represented an implicit cast that our checking through was needed, but couldn't emit because it might be wrong)
- Remove logic for storing function bodies as raw token lists when checking is turned off. I'm leaving in the `UnparsedStmt` AST node in case we ever need/want to lazily parse and check function bodies down the line.
- Remove a few of the code-generation paths we had to contend with, but keep the comment about them in place.
- Remove GLSL-based tests that can't meaningfully work with the new approach.
- Fix other tests that used a GLSL baseline so that their GLSL compiles with `-pass-through glslang` instead of invoking `slang` with the `-no-checking` flag.
- Remove tests that were explicitly added to test the "rewriter + IR" path, since that is no longer supported.
There is more cleanup that can be done here, now that we know that AST-based rewrite and IR will never co-exist, but it is probably easier to deal with that as part of removing the AST-based rewrite path.
We've lost some test coverage here, but actually not too much if we consider that we are dropping GLSL input anyway.
* Fixup: test runner was mis-counting ignored tests
* Fixup: turn on dumping on test failure under Travis
* Fixup: enable extensions in Linux build of glslang
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This includes a bunch of related changes:
- `slang-test`
- Add a notion of an "output mode" that specifies whether we output to console (the default), or invoke the apprpriate AppVeyor command to update test status
- Add a notion of test categories, so that tests can be tagged with categories, and then we can invoke only those tets in a given category, or choose to *exclude* tests with specific categories
- Allow the `OSProcessSpawner` to look up an executable by "path" (meaning a full path is expected) or by "name" (meaning it should be allowed to look in the current directory, `PATH` environment variable, etc.). This was important to make sure that I can run `appveyor` without having to know its absolute path.
- AppVeyor configuration
- Change badge to reflect new build account for organization (rather than a single-user account)
- Remove attempt to set AppVeyor build version in a clever way, since it breaks links from GitHub to AppVeyor
- Change order or configurations in the build matrix to front-load the Release build (which has the main tests)
- Turn on `fast_finish` flag so we don't have to wait as long for failed builds
- Turn on `parallel` builds
- Set `verbosity: minimal` to avoid getting build spew about Xamarin stuff I'm not using
- Add custom `test_script` to invoke `test.bat`
- Sets the test category based on teh build configuration, so we don't run the full test suite on every input.
- `test.bat`
- Allow for `-platform` and `-configuration` arguments
- Rewrute a platform of `Win32` over to `x86` to match how the output directories are named
- Futz around with how the directories are being passed along to work around annoying `.bat` file quoting behavior (I still don't get how batch files work)
- Tests
- Mark a bunch of tests as `smoke` tests
- Mark the relevant tests as `render` tests
(these get filtered out for AppVeyor builds)
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Most of the Vulkan GLSL shaders in the `sascha-willems` corpus use completely regular parameter bindings, e.g.:
```
layout (binding = 0) uniform sampler2D samplerPositionDepth;
layout (binding = 1) uniform sampler2D samplerNormal;
layout (binding = 2) uniform sampler2D ssaoNoise;
```
With the Slang compiler, we can write this kind of stuff more compactly as:
```
uniform sampler2D samplerPositionDepth;
uniform sampler2D samplerNormal;
uniform sampler2D ssaoNoise;
```
and get the exact same result (in fact, we will generate output GLSL matching the first example).
There are a few spot tests for this in the HLSL case, but I hadn't done anything for GLSL yet.
Now that we have the ability to specify multiple tests to run on each input file, it was easy enough to go in and tweak some of these files to be usable as binding-generation tests.
I didn't ammend all of the GLSL shaders for two reasons:
1. Not all of the shaders will work with completely automatic binding generation done on a per-file basis. In some cases, the parameter layout needs to consider multiple files (and the order in which the files are supplied could matter). This is probably best handled with more directed tests.
2. There is going to be a ton of duplication if I just have 100s of tests that all confirm that, yes, the Slang compiler can count vertex inputs starting from zero. These shaders aren't really presenting a whole lot of unique cases to work with.
That said, a level of confidence greater than zero is always better than zero confidence.
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