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2024-06-18Metal: Implement fix for non vector4 texture Load/Sample (#4417)ArielG-NV
* Metal: Implement fix for non vector4 texture Load/Sample 1. Fixes buffer-swizzle-store 2. Added test cases to texture.slang to cover all types * remove 1d lod support and buffer swizzle store this can be enabled later
2024-06-13[Metal] Support SV_TargetN. (#4390)Yong He
* [Metal] Support SV_TargetN. * Fix.
2024-06-13Implement for metal `SV_GroupIndex` (#4385)ArielG-NV
* Implement for metal `SV_GroupIndex` 1. If we don't have `sv_GroupThreadId` available we create one using `SV_GroupIndex`s location data. 2. We emit code emulating `sv_GroupThreadId` from the same logic that CUDA/CPP uses. * address most review comments Addressed all but two: [1](https://github.com/shader-slang/slang/pull/4385#discussion_r1639058473) and [2](https://github.com/shader-slang/slang/pull/4385#issuecomment-2166934855) I want to enable tests and be sure there is no bugs using CI before I redesign the code so I have a working fallback. * address comment, enable tests enable now functioning tests due to `SV_GroupIndex` working with metal * syntax error with groupThreadID search did `= param` instead of `= i.param` * add `sv_groupid` for test + test fixes * disable test that won't work regardless
2024-06-13Metal: misc fixes and enable more tests. (#4374)Yong He
* Fix and enable tests for metal. * Fix. * Fix. * Fix tests. * Fix warnings. * Fix. --------- Co-authored-by: Yong He <yonghe@Yongs-Mac-mini.local>
2024-06-12Fix emit logic for getElementPtr. (#4362)Yong He
* Fix emit logic for getElementPtr. * Legalize `getElementPtr(vector, id)` for metal. * Fix compiler error. * Fix warnings. * Fix test. * Fix.
2024-06-11Test more texture types in Metal (#4333)Jay Kwak
This commit adds testing for Metal texture functions with the following six types that the document says supported: - float - half - int32_t - uint32_t - int16_t - uint16_t Co-authored-by: Yong He <yonghe@outlook.com>
2024-06-08Metal system value overhaul. (#4308)Yong He
2024-06-02Metal Task Shader payload (#4238)Dynamitos
2024-06-01Support different SPIRV versions. (#4254)Yong He
2024-05-17Test binding index for combined and not-combined textures (#4180)Jay Kwak
2024-05-16RasterizerOrder resource for spirv and metal. (#4175)Yong He
* RasterizerOrder resource for spirv and metal. Also fixes the byte address buffer logic for metal. * Fix. * Delete commented lines. --------- Co-authored-by: Jay Kwak <82421531+jkwak-work@users.noreply.github.com>
2024-05-16Capabilities System, CapabilitySet Logic Overhaul (#4145)ArielG-NV
* Capabilities System, Backing Logic Overhaul Fixes #4015 Problems to address: 1. Currently the capabilities system spends anywhere from 25-50% of compile time on the CapabilityVisitor. Most of this time is spent on join logic: 1. Finding abstract atoms 2. Comparing list1<->list2. This should and can be made significantly faster. 2. Error system does not produce errors with auxiliary information. This will require a partial redesign to provide more useful semantic information for debugging. What was addressed: 1. Array backed `CapabilityConjunctionSet` was replaced in-favor for a `UIntSet` backed `CapabilityTargetSets`. The design is described below. Design: * `CapabilityTargetSets` is a `Dictionary<targetAtom, CapabilityTargetSet>`. This is not an array for 2 reasons: 1. Easy to figure out which target is missing between two `CapabilityTargetSets` 2. To statically allocate an array requires the preprocessor to manually annotate which Capability is a target and link that Capability to an index. This means a dictionary is required for lookup regardless of implementation. * `CapabilityTargetSet` is an intermediate representation of all capabilities for a singular `target` atom (`glsl`, `hlsl`, `metal`, ...). This structure contains a dictionary to all stage specific capability sets for fast lookup of stage capabilities supported by a `CapabilitySet` for a `target` atom. This reduces number of sets searched. * `CapabilityStageSet` is an intermediate representation of all capabilities for a singular `stage` atom (`vertex`, `fragment`, ...). This structure holds all disjoint capability sets for a `stage`. A disjoint set is rare, but may exist in some scenarios (as an example): `{glsl, EXT_GL_FOO}{glsl, _GLSL_130, _GLSL_150}`. This reduces the number of sets searched. * `UIntSet` is the main reason for the redesign for better performance and memory usage. All set operations only require a few operations, making all set logic trivial and with minimal cost to run. All algorithms were modified to focus around `UIntSet` operations. 2. Errors * Semantic information are now better linked to the calling function to provide a connection of function<->function_body for when saving semantic information for errors. * Missing targets now print errors much like other error code by finding code which could be a cause of incompatibility. What is missing: 1. Add non naive support for non-stage specific capabilities such as `{hlsl, _sm_5_0}`. Currently non stage specific targets emulate the behavior through assigning such capabilities to every stage: `{hlsl, _sm_5_0, vertex} {hlsl, _sm_5_0, fragment}...`. Removal of this behavior would remove redundant shader stage sets being made at construction time (~80% of new implementation runtime). This is an addition, not an overhaul. 2. Optionally: `UIntSet` should be modified to support SIMD operations for significantly faster operations. This is not required immediately since `UIntSet` is already not a performance constraint. Notes: * UIntSet had implementation bugs which were fixed in this PR. * The old capabilities system had bugs which were fixed in this PR when transforming to the new implementation. * fix .natvis debug view * Small optimizations I found while working on the addition the AST building pass looks like so now: 1% = ~capabilitySet 2% = capabilitySet() 1.5% capabilitySet::unionWith() 0.8% capabilitySet::join() 1.5% auxillary info for debugging ~0.5-1% extra visitor overhead ~5% total for the visitor ~6.5% for total runtime costs * fix caps which were wrong but worked * push minor syntax fix (still looking for why other tests fail) * perf & bug fixes 1. did not properly remake isBetterForTarget for this->empty case with that as Invalid. This is best case in this senario. 2. Remade seralizer for stdlib generation. Faster (more direct) & cleaner code. NOTE: did not address review comments * fix glsl.meta caps error * fixing findBest logic again & UIntSet wrapper findBest was not checking for 'more specialized' targets & was element counter was flawed * faster getElements algorithm + natvis for UIntSet + wrong warning * type incompatability of bitscanForward implementations * try to fix warnings again * remove ptr for clang intrinsic * add missing header * ifdef to allow clang compile * compiler hackery to fix up platform/type independent operations * bracket * fix MSVC error * missing template * change types out again * changes to fix compiling * adjustment to parameter for Clang/GCC * added iterator to delay processing all atomSets of a CapabilitySet * add a few missing consts's * ensure we never have more than 1 disjointSet Added a wrapper + assert + union functionality to all possible disjoint sets. This was done in favor of a removal of the LinkedList for 2 reasons: 1. We still need 0-1 set functionality. 2. Might as well keep the code, just disallow the problematic functionality. * address review comments non linked-list refactor review comments addressed; add doc comments + remove redundant code * comments + remove isValid for bool operator * push removal of linkedlist for capabilities * add missing break * address review comments minor adjustments of syntax * push a fix to the `CapabilitySet({shader, missing target})` code * quality + error 1. add iterator to UIntSet 2. do not specialize target_switch if profile is derived from case (GLSL_150 is not compatable with GLSL_400) * fix target_switch erroring + temporarily remove UIntSet::Interator temporarily remove UIntSet::Interator. It will be added after, testing code on CI first so I can multi-task fixing the UIntSet Iterator * fix the UIntSet iterator * Revert "fix the UIntSet iterator" temporarily to pull from master * add metal error as per texture.slang (took a while I realize this was why things were breaking, likely should adjust errors to reflect this) * Rework UIntSet to have a template for output type This is done so it is reasonable to debug the iterator output and not just dealing with messy int's Fix problems with the iterators implemented + invalid capabilities handling * removed incorrect `__target_switch` capability barycentric was being used with anticipation of `profile glsl450`, this does not expand into `GL_EXT_fragment_shader_barycentric`, this instead caused an error which is hidden during cross-compile. * remove some uses of getElements * remove undeclared_stage for now * remove redundant code associated with `undeclared_stage` * remove unused variable * address review specifically to note removed static in a thread dangerous scope. Now using a `const static` for read only (thread safe) which precompile steps generate * move GLSL_150 capdef change to sm_4_1 (more accurate) * address most review comments did not address: https://github.com/shader-slang/slang/pull/4145#discussion_r1602256776 * revert incorrect code review suggestion * push changes for all code review suggestions
2024-05-14Support combined textures for Metal target (#4169)Jay Kwak
2024-05-14Implement texture functions for Metal target (#4158)Jay Kwak
* Impl texture APIs for Metal target This commit is to implement texture functions for Metal target. The following functions are implemented and tested. - GetDimensions() - CalculateLevelOfDetail() - CalculateLevelOfDetailUnclamped() - Sample() - SampleBias() - SampleLevel() - SampleCmp() - SampleCmpLevelZero() - Gather() - SampleGrad() - Load() Metal has limited support for the texture functions compared to HLSL. - LOD is not supported for 1D texture, - Depth textures are limited to 2D, 2DArray, Cube and CubeArray textures. - "Offset" variants are limited to 2D, 2DArray, 2D-Depth, 2DArray-Depth and 3D textures. The functions that cannot be implemented for Metal should properly be handled by the capability system later. * Fix the failing test, multi-file.hlsl I am not sure why this change is needed. * Fix compile errors on macOS 2nd try * Remove a typo character to fix the compile error * Trivial clean up * Remove `as_type` where it was intended as static_cast * Use a simpler sytax for __intrinsic_asm * Trivial clean up * Remove TEST_AFTER_FIXING_CAPABILITY_PROBLEM after fixing normalize * Fix the failing test properly * Fix an incorrect setup of Depth-cube texture --------- Co-authored-by: Yong He <yonghe@outlook.com>
2024-05-10More Metal Intrinsics. (#4143)Yong He
2024-05-08Metal: propagate and specialize address space. (#4137)Yong He
2024-05-07Support Metal math functions (#4118)Jay Kwak
* Support Metal math functions Closes #4024 Note that Metal document says Metal doesn't support "double" type; "Metal does not support the double, long long, unsigned long long, and long double data types." According to Metal document, math functions are not defined for integer types. That leaves only two types to test: half and float. As a code clean up, __floatCast is replaced with __realCast. But I had to add a new signature that can convert from integer to float. Some of GLSL functions are moved to hlsl.meta.slang. For those functions, there isn't builtin functions for HLSL but there are for GLSL and Metal. "nextafter(T,T)" is currently not working because it requires Metal version 3.1 and we invoke metal compiler with a profile version lower than 3.1. * Changes based on review comments.
2024-05-06Support groupshared variables for Metal. (#4116)Yong He
2024-04-30Metal: Vertex/Fragment builtin and layouts. (#4044)Yong He
* Metal: Vertex/Fragment builtin and layouts. * Fix. * Fix test. * Emit user semantic on vertex/fragment attributes.
2024-04-24Parameter layout and reflection for Metal bindings. (#4022)Yong He
2024-04-19Add metal downstream compiler + metallib target. (#3990)Yong He
* Add metal downstream compiler + metallib target. * Add more comments. * Add missing override.
2024-04-18Metal: rewrite global variables as explicit context. (#3981)Yong He
* Metal: rewrite global variables as explicit context. * Small tweaks.
2024-04-17Add skeleton for metal backend. (#3971)Yong He