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2025-02-05Feature/initialize list side branch (#6058)kaizhangNV
* 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>
2023-09-03Proper lowering of functiosn that returns NonCopyable values. (#3179)Yong He
* Proper lowering of functiosn that returns NonCopyable values. * Fix tests. * Fix clang errors. * Fix. * Fix clang error. --------- Co-authored-by: Yong He <yhe@nvidia.com>
2023-06-13Fixes for Shader Execution Reordering on VK (#2929)Theresa Foley
* Fixes for Shader Execution Reordering on VK There are some mismatches between the way that hit objects are handled between the current NVAPI/HLSL and proposed GLSL extensions for shader execution reordering. These mismatches create complications for generating valid GLSL/SPIR-V code from input Slang. Many of the problems that apply to `HitObject` also apply to the existing `RayQuery<>` type used for "inline" ray tracing. In the case of `RayQuery<>` we have that for *both* HLSL and GLSL/SPIR-V: * A `RayQuery` (or `rayQueryEXT`) is an opaque handle to underlying mutable storage * The storage that backs a `RayQuery` is allocated as part of the "defualt constructor" for a local variable declared with type `RayQuery`. * The `RayQuery` API provides numerous operations that mutate the storage referred to by the opaque handle. The key difference between HLSL and GLSL/SPIR-V for the case of a `RayQuery` amounts to: * In HLSL, local variables of type `RayQuery` can be assigned to, and assignment has by-reference semantics. It is possible to create multiple aliased handles to the same underlying storage. * In GLSL/SPIR-V, local variables of type `rayQueryEXT` cannot be assigned to, returned from functions, etc. It is impossible to create multiple aliased handles to the same underlying storage. The case for `HitObject`s is signicantly *more* messy, because: * In NVAPI/HLSL a `HitObject` is effectively a "value type" in that it only exposes constructors, and there is no way to mutate the state of a `HitObject` other than by assignment to a variable of that type. It makes no semantic difference whether a `HitObject` directly stores the value(s), or if it is a handle, since there is no way to introduce aliasing of mutable state. Assignment of `HitObject`s semantically creates a copy. * In GLSL/SPIR-V, a `hitObjectNV` is, like a `rayQueryEXT`, a handle to underlying mutable state. These handles cannot be assigned, returned from functions, etc. There is no way to make a copy of a hit object. This change includes several changes to how *both* `RayQuery<>` and `HitObject` are implemented, with the intention of getting more cases to work correctly when compiling for GLSL/SPIR-V, and to set up a more clear mental model for the semantics we want to give to these types in Slang, and how those semantics can/should map to our targets. An overview of important changes: * Marked a few operations on `RayQuery` as `[mutating]` that realistically should have already been that way. * Marked the `HitObject` type as being non-copyable (an attribute we do not currently enforce), and marked the various GLSL operations that construct a hit object as having an `out` parameter of the `HitObject` type (even if they are nominally specified in GLSL as not writing to the correspondign parameter). * Added a distinct IR opcode (`allocateOpaqueHandle`) to represent the implicit allocation that happens when declaring a variable of type `HitObject` or `RayQuery`, and made the "implicit constructor" for those types map to the new op. This operation took a lot of tweaking to get emitting in a reasonable way, and I'm still not 100% sure that all of the emission-related logic for it is strictly required (or correct). * Added new IR instructions for `HitObject` and `RayQuery` types, and made the stdlib types map to those IR instructions. * Treat `HitObject` and `RayQuery` as resource types for the purpose of our existing pass that specializes calls to functions that have outputs of resource type * Added a new test case that includes a function that returns a `HitObject` as its result. * Many test cases saw slight changes in their output (especially around the relative ordering of declarations of `HitObject`s and `RayQuery`s with other instructions) * Remove debugging logic
2023-05-09Fix function side-effectness prop logic. (#2875)Yong He
2023-03-16Fix Phi simplification bug. (#2710)Yong He
* Fix Phi simplification bug. * Fix up. * Fix. * Fix. * Fix. * Fix. * Fix. * Fix test. * Fix test. --------- Co-authored-by: Yong He <yhe@nvidia.com>
2023-02-24More control flow simplifications. (#2673)Yong He
* 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>
2022-04-25Fixed the implementation of RayQuery flags passed through the generic ↵Alexey Panteleev
parameter on GLSL. (#2207) Improved the trace-ray-inline test to check that the flag is not ignored anymore.
2021-03-05Add Vulkan/SPIR-V support for TraceRayInline() (#1737)Tim Foley
For the most part, this translation is straightforward because the `GL_EXT_ray_query` extension is well aligned with the DXR 1.1 `RayQuery` feature. Many function map one-to-one from one extension to the other. A few notable details: * The equivalent of the `RayQuery<Flags>` type is non-generic in GLSL, and the GLSL path previously didn't have support for trying to look up an intrinsic type name on an IR type declaration, so that required some tweaks to the emit logic. * All the GLSL functions are free functions instead of member functions, but our IR doesn't recognize that distinction anyway * The main `TraceRayInline()` call is the one that took the most tweaking, just because it takes a `RayDesc` structure for D3D/HLSL but takes individual vector sand scalars for VK/GLSL. The approach here is a standard one for how we manage this stuff in the stdlib (and I wanted to avoid adding even more `$` magic for intrinsics). * For several other calls, the HLSL API had distinct `Candidate***()` and `Committed***()` calls that return information about a candidate hit vs. the one committed into the query. In contrast, the GLSL API uses a single call that takes an additional "must be compile-time constant" `bool` parameter to select between the two behaviors. This is even the case for one call that basically returns a value of a different `enum` type depending on the state of that `bool`. The D3D API model here seems almost strictly better and I have no idea why the GLSL extension was defined this way. * Because both the `GL_EXT_ray_query` and `GL_EXT_ray_tracing` extensions declare the `accelerationStructureEXT` type, we can no longer infer what extension is supposed to be used based only on the presene of such a type. The logic right now is a bit slippery, because in theory a program that declares an acceleration structure but never traces into it could end up getting a compilation error now. We will have to see if that corner case comes up in practice. :( The one big detail that is looming after doing this work is that both the HLSL and GLSL exposures of ray queries are extremely "slippery" about the actual identity of queries (e.g., when is one query a copy of another, vs. just being a new variable that references the existing query). Somehow queries get their identity from the original declaration, and as such our "default constructor" approach to them seems semanticay correct, but the whole thing is kind of slippery at a foundational level and I don't know how to fix it with the API as defined. Oh well; just something to keep an eye on. Co-authored-by: Yong He <yonghe@outlook.com>