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2025-01-08Add parentheses to make precedence explicit (#6030)Anders Leino
* Add parentheses to make precedence explicit Add parentheses for a few cases that Dawn/Tint (WGSL compiler) complains about. Closes #6005. * format code --------- Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com> Co-authored-by: Yong He <yonghe@outlook.com>
2024-12-06Implement explciit binding for metal and wgsl. (#5778)Yong He
* Respect explicit bindings in wgsl emit. * Implement explciit binding generation for metal and wgsl. * Update toc. * Fix warnings in tests. * Fix tests. --------- Co-authored-by: Ellie Hermaszewska <ellieh@nvidia.com>
2024-12-02Varying inputs and outputs for wgsl (#5669)Ellie Hermaszewska
Closes https://github.com/shader-slang/slang/issues/5067 New tests, covering what's declared supported in the WGSL support docs - tests/wgsl/semantic-coverage.slang - tests/wgsl/semantic-depth.slang - tests/wgsl/semantic-dispatch-thread-id.slang - tests/wgsl/semantic-group-id.slang - tests/wgsl/semantic-group-index.slang - tests/wgsl/semantic-group-thread-id.slang - tests/wgsl/semantic-instance-id.slang - tests/wgsl/semantic-is-front-face.slang - tests/wgsl/semantic-position.slang - tests/wgsl/semantic-sample-index.slang - tests/wgsl/semantic-vertex-id.slang WGSL enabled existing tests: - tests/compute/compile-time-loop.slang - tests/compute/constexpr.slang - tests/compute/discard-stmt.slang - tests/metal/nested-struct-fragment-input.slang - tests/metal/nested-struct-fragment-output.slang - tests/metal/nested-struct-multi-entry-point-vertex.slang - tests/metal/no-struct-vertex-output.slang - tests/metal/sv_target-complex-1.slang - tests/metal/sv_target-complex-2.slang - tests/bugs/texture2d-gather.hlsl - tests/render/cross-compile-entry-point.slang - tests/render/nointerpolation.hlsl - tests/render/render0.hlsl - tests/render/cross-compile0.hlsl - tests/render/imported-parameters.hlsl - tests/render/unused-discard.hlsl Can't be enabled due to missing wgsl features - tests/compute/texture-sampling.slang Co-authored-by: Yong He <yonghe@outlook.com>
2024-11-19Fix wgsl legalization around __ref parameter. (#5597)Yong He
* Fix wgsl legalization around __ref parameter. * Add intrinsic and test case.
2024-11-06[WGSL] Enable arbitrary arrays in uniform buffers. (#5497)Yong He
* [WGSL] Enable arbitrary arrays in uniform buffers. * format code * Undo irrelevant change and fixups. * Update expected failure list. * Fix. * Rename. --------- Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
2024-11-05Legalize the Entry-point for WGSL (#5498)Jay Kwak
* Legalize the Entry-point for WGSL The return type of the entry-point needs to be legalized when targeting WGSL. This commit flattens the nested-structs of the return type and the input parameters of the entry-point. Most of code is copied from the legalization code for Metal. The following functions are exactly same to the implementation for Metal or almost same. - flattenInputParameters() : 136 lines - reportUnsupportedSystemAttribute() : 7 lines - ensureResultStructHasUserSemantic() : 46 lines - struct MapStructToFlatStruct : 176 lines - flattenNestedStructs() : 95 lines - maybeFlattenNestedStructs() : 42 lines - _replaceAllReturnInst() : 19 lines - _returnNonOverlappingAttributeIndex() : 16 lines - _replaceAttributeOfLayout() : 23 lines - tryConvertValue() : 41 lines - legalizeSystemValueParameters() : 11 lines They need to be refactored to reduce the duplication later. The test case, `tests/compute/assoctype-lookup.slang`, had a bug that the compute shader was trying to use the varying input/output with the user defined semantics. This commit removes the user defined semantics, because the compute shaders cannot use the user defined semantics. --------- Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
2024-10-30Write only texture types. (#5454)Yong He
* Add support for write-only textures. * Fix capabilities. * Fix implementation. * Fix. * format code --------- Co-authored-by: Ellie Hermaszewska <ellieh@nvidia.com> Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
2024-10-08Overhaul docgen tool and setup CI to generate stdlib reference. (#5232)Yong He
* Overhaul docgen tool and setup CI to generate stdlib reference. * Fix build error. * Write parsed doc for all decls. * fix. * fix callout. * Fix. * Fix comment. * Fix. * Delete obsolete doc tests. * Fix. * Categorize functions and types. * Fix CI. * Update comments.
2024-10-07Add WGSL support for slang-test (#5174)Anders Leino
* Use the assembly description as target when disassembling I believe this is a bugfix. It seems to have worked before because up until the WGSL case, the disassembler has been the same executable as the one producing the binary to be disassembled. * Add Tint as a downstream compiler This closes issue #5104. * Add downstream compiler for Tint. * Tint is wrapped in a shared library, 'slang-tint' available from [1]. * The header file for slang-tint.dll is added in external/slang-tint-headers. * Add some boilerplate for WGSL targets. * Add an entry point test for WGSL. [1] https://github.com/shader-slang/dawn/releases/tag/slang-tint-0 * Add WGSL_SPIRV as supported target for Glslang * Add WebGPU support to slang-test This helps to address issue #5051. * Disable lots of crashing compute tests for 'wgpu' This closes issue #5051. --------- Co-authored-by: Yong He <yonghe@outlook.com>
2024-09-26Implement texture_storage_Xd in WGSL (#5158)Jay Kwak
* Implement texture_storage_Xd in WGSL This commit implements `texture_storage_Xd` in WGSL, which is similar to RWTextureXD in HLSL. It is intresting that `texture_storage_Xd` doesn't take the shader type as its input argument at all. Instead, it takes "texel format" enum value as its first template parameter, which can be found here: https://www.w3.org/TR/WGSL/#storage-texel-formats As an example, `texture_storage_2d<rg32uint, read_write>` expects vec4<u32> as a value type for `Load` and `Store`, where Z-component will be ignored and treated as zero and W-component will be treated always as 1. The type `u32` is inferred from the enum value `rg32uint`. Note that the number of component is always fixed to 4 regardless how many components are actually stored.
2024-09-25WGSL texture support for depth and multisampled (#5152)Jay Kwak
* WGSL texture support for depth and multisampled This commit fixes a few issues with WGSL texture intrinsics. - static_assert-s are corrected. - Gather functions work properly with depth textures - Load functions work properly with depth textures and multisampled textures
2024-09-23Feature/wgsl intrinsic texture gather (#5141)Jay Kwak
This PR implements the texture gather functions for WGSL. The pattern was very similar to how Metal was implemented. Before copy and paste from the Metal implementation, I had to clean up the Metal implementation to make it more readable and maintainable. Gather functions are available only for 2D and 3D textures. Their `array` and `depth` variants may or may not be supported depending on the target. `static_assert` ensures that Gather functions are available only for 2D and 3D textures. Removed incorrect use of "$p" argument for targeting GLSL.
2024-09-23Implemented Combined-texture for WGSL (#5130)Jay Kwak
* Implemented Combined-texture for WGSL * Remove unnecessary comment * Limit to std430 layout * Fix compiler warning for unused variable --------- Co-authored-by: Yong He <yonghe@outlook.com>
2024-09-20Fix handling of pointer logic in wgsl backend. (#5129)Yong He
2024-09-20WGSL implement texture intrinsics except gather and sampler-less (#5123)Jay Kwak
This commit implements all of the texture intrinsics for WGSL except "Gather" and sampler-less. They will be implemented in a separate PR. A few things to note: - texture sampling functions are available only for the fragment shader stage; not for compute - WGSL doesn't have any functions similar to CalculateLevelOfDetail or CalculateLevelOfDetailUnclamped. - WGSL doesn't have a function overlaoding for textureSample with "clamp" or "status" arguments. - WGSL doesn't support Load operation with offset for texture_multisampled_XX and texture_storage_XX. - WGSL supports only four types of depth textures: 2D, 2D_array, cube and cube_array. - WGSL doesn't support "offset" variants for cube and cube_array.
2024-09-17Implement math intrinsics for WGSL (#5078)Jay Kwak
* Implement math intrinsics for WGSL This commit implements math related intrinsics and a few others for WGSL. The implementation is based on the following doc, https://www.w3.org/TR/WGSL slang-test was looking for the downstream compiler for WGSL even though it is not used. This commit adds a minimal change to avoid the crash.