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* Enable metal tests (#8446)James Helferty (NVIDIA)2025-09-30
| | | | | | | | | | | | Enables all tests/metal/ tests that can be easily enabled. These tests were not originally designed as render tests; they are generally being enabled for pipecleaning purposes, and will not be rigorously testing the corresponding funcitonality. Where they cannot be enabled as render tests, and a metallib test wasn't already enabled, a metallib test was enabled instead (where possible). Fixes #7892
* Rewriting the lower-buffer-element-type pass to avoid unnecessary ↵Yong He2025-09-30
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | packing/unpacking. (#8526) Part of the effort to improve the performance of generated SPIRV code. The existing lower-buffer-element-type pass works by loading the entire buffer element content from memory, and translate it to logical type stored in a local variable at the earliest reference of a buffer handle. This means that is can generate inefficient code that reads more than necessary. Consider this example: ``` struct BigStruct { bool values[1024]; } ConstantBuffer<BigStruct> cb; void test(BigStruct v) { if (v.values[0]) { printf("ok"); } } [numthreads(1,1,1)] void computeMain() { test(cb); } ``` In IR, the `computeMain` function before lower-buffer-element-type pass is something like following: ``` func test: %v = param : BigStruct %barr = fieldExtract(%v, "values") %element = elementExtract(%barr, 0) ... // uses %element func computeMain: %v = load(cb) call %test %v ``` The existing lower-buffer-element-type pass will rewrite the bool array in `BigStruct` into `int` array so it is legal in SPIRV. However, it does so by inserting the translation on the first `load` of the constant buffer: ``` struct BigStruct_std430 { int values[1024]; } var cb : ConstantBuffer<BigStruct_std430>; func computeMain: %tmpVar : var<BigStruct> call %unpackStorage(%tmpVar, cb) %v : BigStruct = load %tmpVar call %test %v ``` This means that the entire array will be loaded and translated to int, before calling `test`, which only uses one element. It turns out that the downstream compiler isn't always able to optimize out this inefficient translation/copy. This PR completely rewrites the way buffer-element-type lowering is handled to avoid producing this inefficient code. It works in two parts: first we turn on the `transformParamsToConstRef` pass for SPIRV target as well, so we will translate the `test` function to take the `v` parameter as `constref`. The second part is a redesigned buffer-element-type pass that defers the storage-type to logical-type translation until a value is actually used by a `load` instruction. In this example, after `transformParamsToConstRef`, the IR is: ``` func test: %v = param : ConstRef<BigStruct> %barr = fieldAddr(%v, "values") %elementPtr = elementAddr(%barr, 0) %element = load(%elementPtr) ... // uses %element func computeMain: call %test %cb ``` The new `buffer-element-type-lowering` pass will take this IR, and insert translation at latest possible time across the entire call graph, and translate the IR into: ``` func test: %v = param : ConstRef<BigStruct_std430> %barr = fieldAddr(%v, "values") %elementPtr : ptr<int> = elementAddr(%barr, 0) %element_int = load(%elementPtr) %element = cast(%element_int) : %bool ... // uses %element func computeMain: call %test %cb ``` In this new IR, there is no longer a load and conversion of the entire array. See new comment in `slang-ir-lower-buffer-element-type.cpp` for more details of how the pass works. This PR also address many other issues surfaced by turning on `transformParamsToConstRef` pass on SPIRV backend. --------- Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
* render-test: Change D3D12 default to sm_6_5 (#8320)James Helferty (NVIDIA)2025-09-02
| | | | | | | | | Changes default for render-test to sm_6_5. Since sm_6_5 is the new default, remove the -use-dxil option, add -use-dxcb option Remove -use-dxil option from all test cases. Add -use-dxcb to two tests that needed it. Fixes #7611
* Fix noperspective modifier for SV_Barycentrics in SPIRV and GLSL (#8067)davli-nv2025-08-06
| | | | | | | | | | | | | | | | | | | | | | | | | | * Fix noperspective modifier for SV_Barycentrics in SPIRV and GLSL - Added test case with both regular and noperspective SV_Barycentrics inputs 🤖 Generated with [Claude Code](https://claude.ai/code) Co-authored-by: davli-nv <davli-nv@users.noreply.github.com> * fixup format * address review https://github.com/shader-slang/slang/pull/8067#pullrequestreview-3090037501 * address review https://github.com/shader-slang/slang/pull/8067#discussion_r2255818595 * add test case from review --------- Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: davli-nv <davli-nv@users.noreply.github.com>
* Add WorkgroupCount function (#7734)davli-nv2025-07-12
| | | | | | | | | Fixes #7733 Copy gl_NumWorkGroups into hlsl.meta.slang as WorkgroupCount function so that it can be used for GLSL and SPIR-V targets without GLSL syntax. Also change WorkgroupSize function to allow use with mesh shading capability. Update pipeline/rasterization/mesh/task-simple.slang to test it in task and mesh stages.
* Apply pixel interlock execution mode to entry-point functions only (#6661)Darren Wihandi2025-03-21
| | | Co-authored-by: Ellie Hermaszewska <ellieh@nvidia.com>
* Migrate render-test away from deprecated compile request API (#6514)Anders Leino2025-03-12
| | | | | | | | | | | | | | | | | | * Add a simple interface parameter test Since there's no documentation, it's nice to have a simple test case in order to experiment with this feature of the testing framework. * Add shader entry point attributes to tests * Fix specialization arguments for tests - Add some missing arguments - Rremove one extraneous argument. * Stop using deprecated compile request in render-test Use a session object instead of the deprecated compile request object. This closes issue #4760.
* Feature/initialize list side branch (#6058)kaizhangNV2025-02-05
| | | | | | | | | | | | | | | | | | | | | | * SP004: implement initialize list translation to ctor - We synthesize a member-wise constructor for each struct follow the rules described in SP004. - Add logic to translate the initialize list to constructor invoke - Add cuda-host decoration for the synthesized constructor - Remove the default constructor when we have a valid member init constructor - Disable -zero-initialize option, will re-implement it in followup (#6109). - Fix the overload lookup issue When creating invoke expression for ctor, we need to call ResolveInvoke() to find us the best candidates, however the existing lookup logic could find us the base constructor for child struct, we should eliminate this case by providing the LookupOptions::IgnoreInheritance to lookup, this requires us to create a subcontext on SemanticsVisitor to indicate that we only want to use this option on looking the constructor. - Do not implicit initialize a struct that doesn't have explicit default constructor. Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
* Update SPIRV submodules and fix tests (#6222)Jay Kwak2025-01-29
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* Lower varying parameters as pointers instead of SSA values. (#5919)Yong He2025-01-07
| | | | | * Add executable test on matrix-typed vertex input. * Fix emit logic of matrix layout qualifier. * Pass fragment shader varying input by constref to allow EvaluateAttributeAtCentroid etc. to be implemented correctly.
* Update spirv-header and spirv-tools to Jun/2024 (#4679)Jay Kwak2024-07-18
| | | | | | | | | | | | | | | | | | | | | | | The following external directories are updated. It is to use a new SPIRV keyword, "OpExtInstWithForwardRefs". Related to #4304 external/spirv-header: > commit 2acb319af38d43be3ea76bfabf3998e5281d8d12 > Author: Kévin Petit kevin.petit@arm.com > Date: Wed Jun 12 16:41:14 2024 +0100 > SPV_ARM_cooperative_matrix_layouts (#433) external/spirv-tools: > commit ce46482db7ab3ea9c52fce832d27ca40b14f8e87 > Author: Nathan Gauër brioche@google.com > Date: Thu Jun 6 12:17:51 2024 +0200 > Add KHR suffix to OpExtInstWithForwardRef opcode. (#5704) > The KHR suffix was missing from the published SPIR-V extension. > This is now fixed, but requires some patches in SPIRV-Tools. external/spirv-tools-generated: This is generated from spirv-tools
* Capability System: Implicit capability upgrade warning/error (#4241)ArielG-NV2024-06-12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * capability upgrade warning/error adjusted implementation + tests to support a warning/error if capabilities are implicitly upgraded and test accordingly. * add glsl profile caps * add GLSL and HLSL capabilities to the associated capability * syntax error in capdef * only error if user explicitly enables capabilities 1. changed testing infrastructure to not set a `profile` explicitly, 2. Added tests to be sure this works as intended with user API and with slangc command line * Change capability atom definitions and how Slang manages them to fix errors 1. most `glsl_spirv` version atoms have been removed from `.capdef`, instead we will translate `spirv` version atoms into `glsl_spirv` since there is no point in writing the same code twice in `.capdef` files to define `spirv` versions. 2. add spirv version, and hlsl sm version (and equivlent) capability dependencies 3. removed some stage requirments which were set on objects, keep the wrapper capabilities. I am keeping the wrapper capabilities since I am unaware on if there are stage limitations (spec says code in practice does not work). * check internal version instead of version profile (_spirv_1_5 vs. spirv_1_5) * remove unused OpCapability. adjust SPIRV version'ing again for glsl_spirv * apply workaround for glslang bug with rayquery usage * ensure capabilities targetted by a profile and added together by a user are valid * remove additions to `spirv_1_*` wrapper * spirv_* -> glsl_spirv fix * fix bug where incompatable profiles would cause invalid target caps * try to avoid joining invalid capabilities * fix the warning/error & printing * run through tests to fix capability system and test mistakes many mistakes were mesh shaders doing `-profile glsl_450+spirv_1_4`. This is not allowed for a few reasons 1. the test tooling does not handle arguments the same as `slangc` 2. glsl_450 core profile does not support mesh shaders, nor does spirv_1_4. sm_6_5 does work in this senario * set some sm_4_1 intrinsics to sm_4_0 * replace `GLSL_` defs with `glsl_` * swap the unsupported render-test syntax for working syntax * set d3d11/d3d12 profile defaults this is required since sm version changes compiled code & behavior * adjusted nvapi capabilities with atomics + d3d11 set to use sm_5_0 as per default * cleanup * address review * incorrect styling * change `bitscanForward` to work as intended on 32 bit targets --------- Co-authored-by: Yong He <yonghe@outlook.com>
* WIP: Force Inline If RefType (#4005)ArielG-NV2024-04-26
| | | | | | | | | | | | | | | | | | | | * Force Inline if reftype Fixes #3997. If we are using a refType, we now ForceInline. remarks: 1. Modifications were made in slang-ir-glsl-legalize to change how we translate GlobalParam proxy's into GlobalParam. a. We now handle the senario where a globalParam is used in multiple disjoint blocks (like 2 different functions). * try to figure out why CI fails but local works try to inline DispatchMesh, works locally, may fail on CI(?) * try another fix * add task tests + don't allow semi-early task-shader inline Task shader uses DispatchMesh which is a very big 'hack' where we check for the function name and modify the callees in very large ways. This function does inline, but it cannot inline early due to future mangling that this operation requires todo. This is reflected with the `[noRefInline]` modifier. It is a modifier so users may stop mandatory inlines with `__ref` parameter.
* Switch to direct-to-spirv backend as default. (#4002)Yong He2024-04-23
| | | | | | | | | * Switch to direct-to-spirv backend as default. * Fix slang-test. * Fix. * Fix.
* Add decoration PerPrimitiveEXT for all OutputPrimitives members for mesh (#3900)Pankaj Mistry2024-04-07
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* Add decoration PerPrimitiveEXT when a mesh output variable is decorated with ↵Pankaj Mistry2024-04-05
| | | | | PrimitiveID (#3895) Fixes bug 3872
* Correctly emit spv extension targeting EXT rather than NV, added to test for ↵ArielG-NV2024-04-01
| | | | | this case (#3864) CullPrimitive [follows capabilities to emit as per SPIR-V specification](https://registry.khronos.org/SPIR-V/specs/unified1/SPIRV.html#_capability)
* Mesh shader refactoring and bugfixes (#3702)Ellie Hermaszewska2024-03-14
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* Capability type checking. (#3530)Yong He2024-02-02
| | | | | | | | | * Capability type checking. * Fix. --------- Co-authored-by: Yong He <yhe@nvidia.com>
* [SPIRV] Support `globallycoherent` and `[vk::index()]`. (#3488)Yong He2024-01-24
| | | | | | | | | | | | | | | | | | | | | | | | | | | * [SPIRV] Support `globallycoherent` modifier. * Fix. * Disable executable cooperative vector tests. * Update expected failure. * [SPIRV] Emit varying output index decoration. * Add test. * Update tests. * Fix test. * Emit `SpvExecutionModeEarlyFragmentTests`. * Lower `StructuredBuffer<bool>`. * Support globallycoherent on ByteAddressBuffer. --------- Co-authored-by: Yong He <yhe@nvidia.com>
* Fix generic specialization bug. (#3290)Yong He2023-10-26
| | | | | | | | | * Fix generic specialization bug. * Update test. --------- Co-authored-by: Yong He <yhe@nvidia.com>
* Use const ref for mesh payload (#3254)Ellie Hermaszewska2023-10-02
| | | | | * Use const ref for mesh payload * Test mesh payload hlsl output
* WIP Mesh shaders for SPIR-V (#3226)Ellie Hermaszewska2023-09-27
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * SPIR-V impl for SetMeshOutputCounts and DispatchMesh * Unsightly fix for legalization ordering differences between GLSL and SPIR-V * spelling * Start a new block after terminating one in the OpEmitMeshTasksExt SPIR-V asm block * Emit mesh shader decorations in SPIR-V * Mesh and task shader stages for spir-v * Output explicit gl builtins for spir-v * Be more hygenic when SOAizing mesh outputs * Do not create builtin paramter block for spirv mesh outputs * Pass mesh payloads around by ref * comment * less expected failure * remove unused * Add spirv op * Correct type query for default flat modifier --------- Co-authored-by: Yong He <yonghe@outlook.com>
* Direct SPIRV: Rasterization pipeline tests. (#3216)Yong He2023-09-20
| | | | | | | | | | | * Direct SPIRV: Rasterization pipeline tests. * Fixup. * Fix. --------- Co-authored-by: Yong He <yhe@nvidia.com>
* Add Mesh and Task shader support to GFX (#3190)Ellie Hermaszewska2023-09-11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Bump vulkan headers Also just use vulkan-headers as a submodule * Add drawMeshTasks to gfx graphics pipelines * Add DispatchMesh overload with no payload, with GLSL intrinsic * Require spirv 1.4 for mesh shaders * Add vulkan mesh shader feature discovery * Add mesh shader stage bits to vk-util * Add mesh and task shader support to render-test * Add mesh and task tests * Preserve "payload" specifier in task shaders * Add mesh shader pipeline support to gfx * Add TODO * Add numThreads attribute for amplification stage * Add payload to task shader test * Drop dependency on d3dx12 * Allow passing payloads from task to mesh shaders * regenerate vs projects * check DispatchMesh name correctly * Add mesh shader tests to failing tests * Detect wave-ops feature on vulkan * Add fuse-product to expected failures This fails because the global varaible `count` is not initialized * Add required extension to WaveMaskMatch SPIR-V impl * Remove meshShader member from pipeline desc * Identify mesh shader support on d3d12
* Support GL_EXT_fragment_shader_barycentric (#2704)Samuel Kogler2023-03-16
| | | | | * Support GL_EXT_fragment_shader_barycentric * Support pervertex with GL_EXT_fragment_shader_barycentric
* More control flow simplifications. (#2673)Yong He2023-02-24
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * More control flow and Phi param simplifications. * Fix. * Fix gcc error. * Fix. * More IR cleanup. * Fix bug in phi param dce + ifelse simplify. * Propagate and DCE side-effect-free functions. * Enhance CFG simplifcation to remove loops with no side effects. * Fix. * Fixes. * Fix tests. Add [__AlwaysFoldIntoUseSite] for rayPayloadLocation. * More cleanup. * Fixes. * Fix. --------- Co-authored-by: Yong He <yhe@nvidia.com>
* Overhaul global inst deduplication and cpp/cuda backend. (#2654)Yong He2023-02-16
| | | | | | | | | * Overhaul global inst deduplication and cpp/cuda backend. * Update IR documentation. --------- Co-authored-by: Yong He <yhe@nvidia.com>
* Arithmetic simplifications and more IR clean up logic. (#2632)Yong He2023-02-07
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* Reimplement address elimination. (#2605)Yong He2023-01-24
| | | | | | | | | * Reimplement address elimination pass. * Fix error. * Update test references. Co-authored-by: Yong He <yhe@nvidia.com>
* Full address insts elimination for backward autodiff. (#2604)Yong He2023-01-23
| | | Co-authored-by: Yong He <yhe@nvidia.com>
* Mesh shader support (#2464)Ellie Hermaszewska2022-11-16
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Add gdb generated files to .gitignore * Switch to c++17 TODO: Ellie update coding style doc * WIP mesh shaders * Add MeshOutputType and mesh output decorations * Lift array type layout creation out of _createTypeLayout in preparation for sharing it elsewhere * Initial pass at GLSL legalization for mesh shaders * Create output types for builtin mesh outputs This should be rendered as an out paramter block * Handle writes to member fields in mesh shader output * Per primitive output from mesh shaders * Add mesh shader tests * Redeclare mesh output builtins * Remove unused instruction * Emit explicit mesh output max max size * Add unimplemented warning for array members in mesh output * Implement mesh output splitting for GLSL in terms of getSubscriptVal * Allow HLSL syntax for mesh output modifiers * Improve error messages for mesh output * Add test for HLSL style mesh output syntax * Emit explicit mesh output indices max size * HLSL generation support for mesh shaders * Better errors for mesh shader misuse * Neaten comments * Regenerate vs2019 project files * Fix build on vs2019 * Retreat on c++17 Will make the change in a separate PR * slang-glslang binary dep 11.10.0 -> 11.12.0-32 * Fixes for msvc compiler * Update msvc project
* Warning on lossy implicit casts. (#2367)Yong He2022-08-17
| | | | | | | | | | | | | | | * Warning on bool to float conversion. * Fix test cases. * Improve. * LanguageServer: don't show constant value for non constant variables. * Fix tests. * Fix warnings in tests. Co-authored-by: Yong He <yhe@nvidia.com>
* Improved SCCP, inlining and resource specialization passes, legalize ↵Yong He2022-02-25
| | | | `ImageSubscript` for GLSL (#2146)
* Add GLSL support for SV_InnerCoverage (#1740)Tim Foley2021-03-08
| | | This was a fairly straightforward addition once I found the correct GLSL extension spec to use.
* Add GLSL/SPIR-V support got GetAttributeAtVertex (#1733)Tim Foley2021-03-03
| | | | | | | This change allows varying fragment shader inputs to be declared in a way that allows the `GetAttributeAtVertex` operation to compile to valid code for both D3D and GLSL/SPIR-V/Vulkan. The key is that rather than just use ordinary `nointerpolation`-qualified inputs the code must declare these varying inputs with a new `pervertex` qualifier that marks them as *only* being usable with `GetAttributeAtVertex`. The `pervertex`-tagged inputs then translate to GLSL inputs using the `pervertexNV` qualifier Note that this change does *not* include any enforcement of the requirements around how these qualifiers are used (and the compiler doesn't have enforcement for the existing operations like `EvaluateAttributeAtCentroid`). The underlying problem is that the inerpolation-mode qualifiers and explicit interpolation functions in HLSL constitute a kind of rate-qualified type system, but without any systematic rules. It seems wasteful to encode a bunch of ad hoc rules for this stuff as special cases in the compiler when the clear right answer is to implement a systematic approach to rates.
* Add support for GetAttributeAtVertex for D3D (#1725)Tim Foley2021-02-24
| | | | | | | | | | This operation was added along with the `SV_Barycentrics` system-value input, and allows for a `nointerpolation` varying input to a fragment shader to be fetched at a specific vertex index within the primitive that is causing the fragment shader to be invoked. This change adds support for the new operations in the standard library, and also includes a test case to make sure that we emit it correctly when producing HLSL/DXIL. This change also includes a small bug fix to our emission logic for function parameters so that we properly emit layout-related attributes for varying parameters declared directly on an entry point. (Note that most attribute end up being declared in `struct` types in existing HLSL shaders, and our IR passes produce only global variables for attributes on GLSL; the only case this affects is inidividual scalar/vector attributes declared declared as entry-point parameters, when outputting HLSL) Note that this change only adds support for the new function on the HLSL/DXIL path, and doesn't yet add any cross-compilation support for GLSL/SPIR-V. The reason for this is that the equivalent GLSL feature(s) appear to use a different model to the HLSL version, and we need to invent a suitable approach to align them to make portable code possible.
* Add basic support for fragment shader interlock (FSI) (#1722)Tim Foley2021-02-22
Both D3D "rasterizer ordered views" (ROVs) and GLSL "fragment shader interlock" (FSI) are aimed at the same basic use case: they allow for fragment shaders to contain operations that require mutual exclusion and/or deterinistics ordering between fragment shader invocations that affect the same framebuffer coordinates. The language-level exposure of the features varies greatly between the two API families, though: * ROVs define an implicit ordering and mutual exclusion constraint: certain resoure parameters are marked as `RasterizerOrdered`, and reads/writes to these resources must be sequences *as if* fragment-shader invocations ran in sequential order for each pixel. * FSI defines paired begin/end functions that mark a critical section of code. All memory operations in the critical section must be sequences *as if* fragment-shader invocations ran in sequential order for each pixel. In order to make this model tractable, only a single critical section is allowed per fragment shader, and the begin/end must appear at the top level of the shader entry point function (not under control flow or after a possible conditional `return`. The simplest way for Slang to support portable programs that run across both API families is to insist that code that cares about these ordering guarantees must use *both* mechanisms, and then each of them will only affect the API that cares about it. Slang already supports ROV resource types, and already lowers them to plain textures for GLSL/SPIR-V. This change adds the missing feature of a begin/end function pair for FSI, which will map to empty functions on non-GLSL targets.