| Age | Commit message (Collapse) | Author |
|
* Disable Dx12 half tests. The half-calc test runs, but is not actually doing any half maths. If the code is changed such that it is, the device fails when the shader is used. This can be seen by looking at dxil-asm.
* Fix using software driver for dx12 even when hardware is requested.
* * Refactor Dx12 _createAdapter such that it doesn't have side effects and stores desc information
* Disable half on dx12 software renderer because it crashes
* * Disable erroneous warnings from dx12
* Test for adapter creation
* Identify warp specifically
* Structured buffer test now works on dx12.
* Fix intemittent crash on dx12.
Due to if a resource was initialized with data, the actual resource constructed might be larger, for alignment issues. This led to a memcpy potentially copying from after the allocated source data and therefore a crash. Now only copies the non aligned amount of data.
* * Rename the test to use - style
* Disable TextureCube lookup in tests, as does not produce the correct result in dx12 (will fix in future PR)
* Updated hlsl.meta.slang.h that has rcp for glsl.
|
|
|
|
any half maths. If the code is changed such that it is, the device fails when the shader is used. This can be seen by looking at dxil-asm. (#914)
|
|
* Look at getting half to work on vk.
* Alter half test so can always produce consistent test results.
* First pass working half on vk.
* Improve comments for vulkan extensions around half.
* Upgraded vulkan headers to v1.1.103
https://github.com/KhronosGroup/Vulkan-Headers
* * Add getFeatures on Render interface
* Vulkan renderer determines at startup if it can support half
* Parse render-features on render-test
* Small changes to half-calc.slang test.
* Structured buffer half access works as expected for Vk, but isn't for dx12, so disable for now.
* Require the half feature for renderers for the half-structured-buffer.slang test.
* * Added ToolReturnCode to be more rigerous about how a return code is passed back from a tool
* Added support for a tool being able to pass back an 'ignored' result.
* Used enum codes to indicate meanings
* Made spawnAndWait return a ToolReturnCode
* Ignore tests that don't have required render-feature
* Fix macro line continuation usage.
* Check dx12 has half support.
* Checking for half on dx12 - if CheckFeatureSupport fails, don't fail renderer initialization.
* Fix typo.
|
|
* * Handle ! for bool vector in glsl
* Handle operators that have a boolean return value
* || or && take bool
* * Add comment in bool-op.slang test about doing || or && on vector types not supported for GLSL targets
|
|
* * leftSide and rightSide set op to nullptr, before was just uninitialized
* Added support for GLSL for vector/scalar comparisons
* Added test
* * Remove unneeded precedence code.
* Simplify function to _maybeEmitGLSLCast
* * Take into account precedence & closing of brackets in same way as function call, if function call used for vector comparison (as on GLSL)
|
|
Before type legalization we might have code like: (using pseudo-Slang-IR):
struct P { ... Texture2D<float>[] t; }
global_param p : ParameterBlock<P>;
...
// p.t[someIndex].Load(...);
//
let ptrToArrayOfTextures = getFieldPtr(p, "t") : Ptr<Texture2D<float>[]>;
let ptrToTexture = getElementPtr(ptrToArrayOfTextures, someIndex) : Ptr<Texture2D<float>>;
let texture = load(ptrToTexture) : Texture2D<float>;
let result = call(loadFunc, texture, ...) : float;
Legalization needs to move the `t` array there out of the `p` parameter block, so the global declarations become something like:
struct P_Ordinary { ... }; // no more "t" field
global_param p_ordinary : ParameterBlock<p_ordinary);
global_param p_t : Texture2D<float>[];
In terms of the code to access `p.t[someIndex]` the problem is that `p_t` has one less level of indirection than `p.t` had. We solve this in the type legalization pass using "pseudo-types" and "pseudo-values," where one of the cases is `implicitIndirect` which holds a value of type `T`, but indicates that it should act like a value of type `T*`.
We then use some basic rules for dealing with `implicitIndirect` values, such as:
load(implicitDeref(x)) : T => x : T
getFieldPtr(implicitDeref(s), f) => implicitDeref(getField(s, f))
getElementPtr(implicitDeref(a), i) => implicitDeref(getElement(a, i))
The bug here was that for the `getFieldPtr` and `getElementPtr` cases, we weren't computing the type of the `getField` or `getElement` instruction correctly. We were copying the type from the `getFieldPtr` or `getElementPtr` operation over directly, but those will be *pointer* types and we need the type of whatever they point to.
Once the types are fixed, we can properly generate legalized IR for `p.t[someIndex].Load(...) that looks like:
let arrayOfTextures = p_t : Texture2D<float>[];
let texture = getElement(arrayOfTextures, someIndex) : Texture2D<float>;
let result = call(loadFunc, texture, ...) : float;
The old was giving the `texture` intermediate a type of `Ptr<Texure2D<float>>`. That didn't actually trip up too many things, because we mostly just went on to emit code from something with slightly incorrect types for intermediates that never show up in the generated HLSL/GLSL.
Where this caused a problem is for some of the intrinsic function definitions for the GLSL/Vulkan back-end, because those do things that inspect operand types. In particular the `$z` opcode in our intrinsic function strings triggers logic that looks at a texture operand, and uses its type to try to find the appropriate swizzle to get from a 4-component vector to the appropriate type for the operation (e.g., for a load from a `Texture2D<float>` we need to swizzle with `.x` to get a single scalar out of the matching GLSL texture fetch operation).
The main fix in this change is thus to make `getElementPtr` and `getFieldPtr` legalization properly account for the fact that when switching to `getElement` or `getField` we need a result type that is the "pointee" of the original result.
There was already logic to extract the pointed-to type from a pointer in `ir-specialize.cpp`, so I extracted that to a re-usable function in the IR as `tryGetPointedToType` (returns null if the type isn't actually a pointer).
This logic needed to be extended for type legalization, to deal with the various "pseudo-type" cases.
There is another fix in this change which is marking the `NonUniformResourceIndex` function as `[__readNone]`, which enables it to be more aggressively folded into use sites. Without that fix, we risk emitting code like:
```glsl
int tmp = nonUniformEXT(someIndex);
vec4 result = texelFetch(arrayOfTextures[tmp], ...);
```
The problem with that code is that (at least by my reading of the spec), assigning to the variable `tmp` that isn't declared with the `nonUniformEXT` qualifier effectively loses that qualifier, and drivers are free to assume that `tmp` is uniform when used to index into `arrayOfTextures`.
Marking the `NonUniformResourceIndex` function as `[__readNone]` indicates that it has no side effects, which should mean that our emit logic no longer needs to emit it was its own line of code to be safe.
The effects of this change are confirmed by both the new test case added, and the existing `non-uniform-indexing` test.
|
|
|
|
* Improve support for interfaces as shader parameters
This change adds two main things over the existing support:
1. It is now possible to plug in concrete types that actually contain (uniform/ordinary) fields for the existential type parameters introduced by interface-type shader parameters. The `interface-shader-param2.slang` test shows that this works.
2. There is a limited amount of support for doing correct layout computation and generating output code that matches that layout, so that interface and ordinary-type fields can be interleaved to a limited extent. The `interface-shader-param3.slang` test confirms this behavior.
There are several moving pieces in the change.
* When it comes to terminology, we try to draw a more clear distinction between existial type parameters/arguments and existential/object value parametes/arguments. A simple way to look at it is that an `IFoo[3]` shader parameter introduces a single existential type parameter (so that a concrete type argument like `SomeThing` can be plugged in for the `IFoo`) but introduces three existential object/value parameters (to represent the concrete values for the array elements).
* At the IR level, we support a few new operations. A `BindExistentialsType` can take a type that is not itself an interface/existential type but which depends on interfaces/existentials (e.g., `ConstantBuffer<IFoo>`) and plug in the concrete types to be used for its existential type slots.
* Then a `wrapExistentials` instruction can take a type with all the existentials plugged in (possibly by `BindExistentialsType`) and wrap it into a value of the existential-using type (e.g., turn `ConstantBuffer<SomeThing>` into a `ConstantBuffer<IFoo>`).
* The IR passes for doing generic/existential specialization have been updated to be able to desugar uses of these new operations just enough so that a `ConstantBuffer<IFoo>` can be used.
* When we specialize an IR parameter of an interface type like `IFoo` based on a concrete type `SomeThing`, we turn the parameter into an `ExistentialBox<SomeThing>` to reflect the fact that we are conceptually referring to `SomeThing` indirectly (it shouldn't be factored into the layout of its surrounding type).
* Parameter binding was updated so that it passes along the bound existential type arguments in a `Program` or `EntryPoint` to type layout, so that we can take them into account. The type layout code needs to do a little work to pass the appropriate range of arguments along to sub-fields when computing layout for aggregate types.
* Type layout was updated to have a notion of "pending" items, which represent the concrete types of data that are logically being referenced by existential value slots. The basic idea is that these values aren't included in the layout of a type by default, but then they get "flushed" to come after all the non-existential-related data in a constant buffer, parameter block, etc.
* The logic for computing a parameter group (`ConstantBuffer` or `ParameterBlock`) layout was updated to always "flush" the pending items on the element type of the group, so that the resource usage of specialized existential slots would be taken into account.
* The type legalization pass has been adapted so that we can derive two different passes from it. One does resource-type legalization (which is all that the original pass did). The new pass uses the same basic machinery to legalize `ExistentialBox<T>` types by moving them out of their containing type(s), and then turning them into ordinary variables/parameters of type `T`.
Big things missing from this change include:
- Nothing is making sure that "pending" items at the global or entry-point level will get proper registers/bindings allocated to them. For the uniform case, all that matters in the current compiler is that we declare them in the right order in the output HLSL/GLSL, but for resources to be supported we will need to compute this layout information and start associating it with the existential/interface-type fields.
- Nothing is being done to support `BindExistentials<S, ...>` where `S` is a `struct` type that might have existential-type fields (or nested fields...). Eventually we need to desugar a type like this into a fresh `struct` type that has the same field keys as `S`, but with fields replaced by suitable `BindExistentials` as needed. (The hard part of this would seem to be computing which slots go to which fields). As a practial matter, this missing feature means that interface-type members of `cbuffer` declarations won't work.
The current tests carefully avoid both of these problems. They don't declare any buffer/texture fields in the concrete types, and they don't make use of `cbuffer` declarations or `ConstantBuffer`s over structure types with interface-type fields.
* fixup: add override to methods
* fixup: typos
|
|
* Fix up handling of NumElements for D3D buffer views
For everything but structured buffers we'd been setting this to the size in bytes, but that isn't really valid at all.
The `NumElements` member in the view descs is supposed to be the number of buffer elements, so it would be capped at the byte size divided by the element size.
This change fixes the computation of `NumElements` to take the size of the format into account for non-structured views.
For the "raw" case, we use a size of 4 bytes since that matches the `DXGI_FORMAT_R32_TYPELESS` format we use (which seems to be required for raw buffers).
I also added support for the raw case for SRVs where it didn't seem to be supported before (not that any of our tests cover it).
* Fix handling of size padding for D3D11 buffers
The existing code was enforcing a 256-byte-aligned size for all buffers, but this can cause problems for a structured buffer.
A structured buffer must have a size that is a multiple of the stride, so a structured buffer with a 48-byte stride and a 96-byte size would get rounded up to 256 bytes, which is not an integer multiple of 48.
This change makes it so that we only apply the padding to constant buffers.
According to MSDN, constant buffers only require padding to a 16-byte aligned size, and no other restrictions are listed for D3D11, but it is difficult to know whether those constrains are exhaustive.
I've left in the 256-byte padding for now (rather than switch to 16-byte), even though I suspect that was only needed as a band-aid for the `NumElements` issue fixed by another commit.
* Fix an IR generation bug when indxing into a strutured buffer element
The problem here arises when we have a structured buffer of matrices (an array type would likely trigger it too):
```hlsl
RWStructuredBuffer<float3x4> gMatrices;
```
and then we index into it directly, rather than copying to a temporary:
```hlsl
// CRASH:
float v = gMatrices[i][j][k];
// OKAY:
float3x4 m = gMatrices[i];
float v = m[j][k];
```
The underlying issue is that our IR lowering pass tries to defer the decision about whether to use a `get` vs. `set` vs. `ref` accessor for a subscript until as late as possible (this is to deal with the fact that sometimes D3D can provide a `ref` accessor where GLSL can only provide a `get` or `set`).
We probably need to overhaul that aspect of IR codegen sooner or later, but this change uses some of the existing machinery to try to force the `gMatrices[i]` subexpression to take the form of a pointer when doing sub-indexing like this. This fixes the present case, and hopefully shouldn't break anything else that used to work (because the subroutines I'm using to coerce the `gMatrices[i]` expression should be idempotent on the cases that were already implemented).
* Add a test case to confirm fxc/dxc layout for structured buffers of matrices
Even when row-major layout is requested globally, fxc and dxc seem to lay out a `StructuredBuffer<float3x4>` with column-major layout on the elements.
This commit adds a test that confirms that behavior.
This commit does not try to implement a fix for the issue (either fixing Slang's layout reflection information to be correct for what fxc/dxc do in practice, or fixing Slang's HLSL output to work around the fxc/dxc behavior), but just documents the status quo.
If/when we decide how we'd like to handle the issue long-term, this test can/should be updated to match the decision we make.
* fixup: build breakage on clang/gcc
This is one of those cases where the Microsoft compiler is letting through some stuff that isn't technically valid C++ ("delayed template parsing").
Fixed by just moving some declarations to earlier in the file.
|
|
* Add support for glsl inversesqrt intrinsic
* fixup for test failure
|
|
* Added test for scope operator
|
|
* Fix texture2d-gather test failure on dx12.
* Fix tab
|
|
* Add diagnostic for vk::binding failure.
* Add test for vk::binding failure.
* Add the expected output for glsl-layout-define.hlsl
* * Copy over initialize expr if available when validating unchecked
* Fix unloop - because now it always has one parameter (when before it could have none)
* Split vk::binding and layout tests with invalid parameters
* Removed the diagnostic for 2 ints expected
* Added vk::binding that doesn't specify set in vk-bindings.slang
* * Fix typo
* Improve comments.
|
|
* First pass test to see if GatherRed works.
* Add support for generating R_Float32 textures.
* Set default texture format.
* * Alter the texture2d-gather to work with a R_Float32 texture
* Add support for scalar Texture2d types with GatherXXX in stdlib
* Remove some left over commented out test code from texture2d-gather.hlsl
|
|
* Fix warnings from visual studio due to coercion losing data.
* Removed searchDirectories from FrontEndCompileRequest and use the one in Linkage as that is the one that is changed via Slang API.
* * Add searchPaths back to FrontEndRequest
* Add comments to explain the issue
* Add a test to check include paths
|
|
and vector (#864)
* Added identity bit casts for matrix (cos no op). We don't support matrix asint on glsl targets
* Added tests in bit-cast.slang
|
|
* First steps toward supporting interface-type parameters on shaders
What's New
----------
From the perspective of a user, the main thing this change adds is the ability to declare top-level shader parameters (either at global scope, or in an entry-point parameter list) with interface types. For example, the following becomes possible:
```hlsl
// Define an interface to modify values
interface IModifier { float4 modify(float4 val); }
// Define some concrete implementations
struct Doubler : IModifier
{
float4 modify(float4 val) { return val + val; }
}
struct Squarer : IModifier { ... }
// Define a global shader parameter of interface type
IModifier gGlobalModifier;
// Define an entry point with an interface-type `uniform` parameter
void myShader(
unifrom IModifier entryPointModifier,
float4 inColor : COLOR,
out float4 outColor : SV_Target)
{
// Use the interface-type parameters to compute things
float4 color = inColor;
color = gGlobalModifier.modify(color);
color = entryPointModifier.modify(color);
outColor = color;
}
```
The user can specialize that shader by specifying the concrete types to use for global and entry-point parameters of interface types (e.g., plugging in `Doubler` for `gGlobalModifier` and `Squarer` for `entryPointModifier`).
The "plugging in" process is done in terms of a concept of both global and local "existential slots" which are a new `LayoutResourceKind` that represents the holes where concrete types need to be plugged in for existential/interface types.
In simple cases like the above, each interface-type parameter will yield a single existential slot in either the global or entry-point parameter layout. Users can query the start slot and number of slots for each shader parameter, just like they would for any other resource that a parameter can consume. Before generating specialized code, the user plugs in the name of the concrete type they would like to use for each slot using `spSetTypeNameForGlobalExistentialSlot` and/or `spSetTypeNameForEntryPointExistentialSlot`.
There are some major limitations to the implementation in this first change:
* Parameters must be of interface type (e.g., `IFoo`) and not an array (`IFoo[3]`), or buffer (`ConstantBuffer<IFoo>`) over an interface type. Similarly, `struct` types with interface-type fields still don't work.
* The work on interface-type function parameters still doesn't include support for `out` or `inout` parameters, nor for functions that return interface types (that isn't technically related to this change, but affects its usefullness).
* No work is being done to correctly lay out shader parameters once the concrete types for existential slots are known, so that this change really only works when the concrete type that gets plugged in is empty.
These limitations are severe enough that this feature isn't really usable as implemented in this change, and this merely represents a stepping stone toward a more complete implementation.
Implementation
--------------
The API side of thing largely mirrors what was already done to support passing strings for the type names to use for global/entry-point generic arguments, so there should be no major surprises there.
The logic in `check.cpp` computes the list of existential slots when creating unspecialized `Program`s and `EntryPoint`s (this is logically the "front end" of the compiler), and then checks the supplied argument types against what is expected in each slot when creating specialized `Program`s and `EntryPoint`s. This again mirrors how generic arguments are handled.
Type layout was extended to compute the number of existential slots that a type consumes, and will thus automatically assign ranges of slots to top-level and entry-point shader parameters in the same way it already allocates `register`s and `binding`s. The big missing feature is the ability to specialize a layout to account for the concrete types plugged into the existential-type slots.
IR generation for specialized programs and entry points was slightly extended so that it attaches information about the concrete types plugged into the existential slots, and the witness tables that show how they conform to the interface for that slot. The linking step needed some small tweaks to make sure that information gets copied over to the target-specific program when we start code generation.
The meat of the IR-level work is in `ir-bind-existentials.cpp`, which takes the information that was placed in the IR module by the generation/linking steps and uses it to rewrite shader parameters. For example, if there is a shader parameter `p` of type `IModifier`, and the corresponding existential slot has the type `Doubler` in it, we will rewrite the parameter to have type `Doubler`, and rewrite any uses of `p` to instead use `makeExistential(p, /*witness that Doubler conforms to IModifier*/)`.
Once the replacement is done on the parameters, the existing work for specializing existential-based code when the input type(s) are known kicks in and does the rest.
Testing
-------
A single compute test is added to validate that this feature works. It is narrowly tailored to not require any of the features not supported by the initial implementation (e.g., all of the concrete types used have no members).
The test case *does* include use of an associated type through one of these existential-type parameters, which has exposed a subtle bug in how "opening" of existential values is implemented in the front-end. Rather than fix the underlying problem, I cleaned up the code in the front-end to special case when the existential value being opened is a variable bound with `let`, to directly use a reference to that variable rather than introduce a temporary. Similarly, in the IR generation step, I added an optimization to make variables declared with `let` skip introducing an IR-level variable and just use the SSA value of their initializer directly instead.
* fixup: missing files
* fixup: incorrect type for unreachable return
* fixup: actually comment ir-bind-existentials.cpp
|
|
* Split front- and back-ends
This change is a major refactor of several of the types that provide the behind-the-scenes implementation of the public C API.
The goal of this refactor is primarily to allow for future API services that let the user operate both the front- and back-ends of the compiler in a more complex fashion.
For example, as user should be able to compile a bunch of source code into modules, look up types, functions, etc. in those modules, specialize generic types/functions to the types they've looked up, and then finally request target code to be gernerated for specialized entry points.
The back-end code generation they trigger should re-use the front-end compilation work (parsing, semantic checking, IR generation) that was already performed.
The most visible change is that `CompileRequest` has been split up into several smaller types that take responsibility for parts of what it did:
* The `Linkage` type owns the storage for `import`ed modules, and well as the `TargetRequest`s that represent code-generation targets. The intention is that an application could use a single `Linkage` for the duration of its runtime (so long as it was okay with the memory usage), so that each `import`ed module only gets loaded once. For now, this type needs to manage the search paths, file system, and source manager, because of its responsibility for loading files.
* A `FrontEndCompileRequest` owns the stuff related to parsing, semantic checking, and initial IR generation. This most notably includes the `TranslationUnitRequest`s and the `FrontEndEntryPointRequest`s (which used to be just `EntryPointRequest`s). It's main job is to produce AST and IR modules for each translation unit, and to find and validate the entry points. The front-end request does *not* interact with generic arguments for global or entry-point generic parameters.
* The main output of both `import` operations and front-end translation units is the `Module` type, which is just a simple container for both the AST module (to service the reflection/layout APIs, and also for semantic checking of code that `import`s the module) and the IR module (for linking and code generation). This type captures the commonalities between the old `LoadedModule` (which is now just an alias for `Module`) and `TranslationUnitRequest` (which now owns a `Module`).
* The secondary output of front-end compilation is a `Program`, which comprises a list of referenced `Module`s and validated `EntryPoint`s that will be used together. Layout and code generation both need a `Program` to tell them what modules and entry points will be used together (we don't want to just code-gen everythin that has ever been loaded into the linakge). The `Program`s created by the front-end do not include generic arguments, so they may provide incomplete layout information and/or be unsuitable for code generation.
* A `BackEndCompileRequest` owns stuff related to turning a `Program` into output kernels for the targets of a `Linkage`. Most of the data it owns beyond the `Program` to be compiled is minor, so this is a good candidate for demotion from a heap-allocated object to just a `struct` of options that gets passed around.
* The `CompileRequestBase` type is an attempt to wrap up the common functionality of both front-end and back-end compile requests. Most of it is just exposing the availability of a linkage and `DiagnosticSink`, so this type is a good candidate for subsequent removal. The main interesting thing it has is the flags related to dumping and validation of IR, so there is probably a good refactoring still to be made around deciding how options should be handled going forward.
* Behind the scenes, the `Program` type is set up to handle some level of on-line compilation and layout work. The `Program` knows the `Linkage` it belongs to, and allows for a `TargetProgram` to be looked up based on a specific `TargetRequest`. A `TargetProgram` then allows layout information and compiled kernel code to be asked for on-demand, in order to support eventual "live" compilation scenarios.
* The `EndToEndCompileRequest` type is a composition/coordination type that replaces the old `CompileRequest` in a way that uses the services of the various other types. It owns a few pieces of state that only make sense in the context of an end-to-end compile (e.g., there is really no way to "pass through" code when the front- and back-ends are run separately) or a command-line compile (everything to do with specifying output paths for files is really just for the benefit of `slangc`, and might even be moved there over time).
* One important detail is that the `EndToEndCompilRequest` owns all of the string-based generic arguments for both global and entry-point generic parameters. The logic in `check.cpp` for dealing with those arguments has been heavily refactored to separate out the parsings steps that are specific to end-to-end compilation with string-based type arguments, and the semantic checking steps that result in a specialized `Program` (which can be exposed through new APIs that aren't tied to end-to-end compilation).
It is perhaps not surprising that this change had a lot of consequences, so I'll briefly run over some of the main categories of changes required:
* I changed the way that global generic arguments are passed via API (use `spSetGlobalGenericArgs` instead of the generic arguments for `spAddEntryPointEx`, which are not just for entry-point generics), which has been a change that we've needed for a long time. This is technically a breaking API change, although we should have very few client applications that care about it.
* A bunch of places that used to take "big" objects like `CompileRequest` now just take the sub-pieces they care about (e.g., a function might have only needed a `Linkage` and a `DiagnosticSink`). This makes many subroutines or "context" struct types more generally useful, at the cost of taking more parameters.
* In a few cases the conceptually clean separation of the layers breaks down (often for edge-case or compatibility features), and so we may pass along additional objects that are allowed to be null, but are used when present. A big example of this is how the back-end code generation routines accept an `EndToEndCompileRequest` that is optional, and only used to check whether "pass through" compilation is needed. We should probably look into cleaning this kind of logic up over time so that we don't need to violate the apparent separation of phases of compilation.
* In cases where separation of layers was being broken for the sake of GLSL features, I went ahead and ripped them out, since all of that should be dead code anyway.
* In many cases I increased the encapsulation of data in the core types to help track down use sites and make sure they are following invariants better.
* In cases where code was doing, e.g., `context->shared->compileRequest->session->getThing()` I have tried to introduce convenience routines so that the usage site is just `context->getThing()` to improve encapsulation and allow changes to be made more easily going forward.
* The `noteInternalErrorLoc` functionality was moved off of the compile request and into `DiagnosticSink`, since that is the one type you can rely on having around when you want to note an internal error. We may consider going forward if (and how) it should reset the counter used for noting locations on internal errors.
* A few APIs now take `DiagnosticSink*` arguments where they didn't before, and as a result some public APIs need to create `DiagnosticSink`s to pass in, before going ahead and ignoring the messages. In the future there should be variations of these APIs that accept an `ISlangBlob**` parameter for the output.
* fixup: missing include for compilers with accurate template checking (non-VS)
* fixup: review feedback
|
|
* Add intrinsic for StructuredBuffer.Load
|
|
|
|
* Output readonly on buffers for glsl if resource is readonly.
Didn't add to emitGLSLParameterGroup because the cases there seem to to either be implicitly read only, or allow write.
* * Improve comments around use of 'readonly' on glsl output
* Use readonly with shaderRecord
* Add comment pointing out shader record can be rw on vk, so might require changes in the future.
|
|
* Ignore expression if hit #if when skipping.
* Add test for #if parsing is ok
* * Use SkipToEndOfLine
* Improve comments slightly
|
|
* * Fix some comment typos
* Fix typo in diagnostic message
* Fix typo in expected output of undefined-in-preprocessor-conditional
|
|
Fixes #841
This reverts a small change made in #815 that seemed innocent at the time: we stopped tracking an explicit `Stage` to go with every `VarLayout` that is part of an entry-point varying parameter, and instead only associated the stage with the top-level parameter. That change ended up breaking the logic to emit the `flat` modifier automatically for integer type fragment-shader inputs for GLSL, but we didn't have a regression test to catch that case.
This change adds a regression test to cover this case, and adds the small number of lines that were removed from `parameter-binding.cpp`.
A few other test outputs had to be updated for the change (these are outputs that were changed in #815 for the same reason).
|
|
* Made diagnostic message more compliant + fixed test output
* Typo fixes
|
|
* * Replaced ShaderRecordNVLayoutModifier with ShaderRecordAttribute
* Allowed attributed [[vk::shader_record] and [[shader_record]]
* Checking there is at most 1 ShaderRecord active
* Small typo fixes
* Slightly improve diagnostic.
Replace expected file.
|
|
* * Make vector comparisons out correct functions on glsl
* Test for vector comparisons
* Typo fixes
* Glsl vector comparisons use functions.
* Added a coercion test.
* Do checking for the SV_DispatchThreadId type to see if it appears valid.
* Fix typo
* Make glsl do type conversion for SV_DispatchThreadID parameter.
* Fix glsl to match func-resource-param-array with changes to how SV_DispatchThreadID changes.
|
|
* * Make vector comparisons out correct functions on glsl
* Test for vector comparisons
* Typo fixes
* Glsl vector comparisons use functions.
* Added a coercion test.
|
|
values being cast between valid floats. (#832)
* Typo fix
|
|
|
|
|
|
|
|
* Allow entry points to have explicit generic parameters
Prior to this change, the Slang implementation required users to use global `type_param` declarations in order to specialize a full shader. For example:
```hlsl
type_param L : ILight;
ParameterBlock<L> gLight;
[shader("fragment")]
float4 fs(...)
{ ... gLight.doSomething() ... }
```
With this change we can rewrite code like the above using explicit generics, plus the ability to have `uniform` entry-point parameters:
```hlsl
[shader("fragment")]
float4 fs<L : ILight>(
uniform ParameterBlock<L> light,
...)
{ ... light.doSomething() ... }
```
Having this support in place should make it possible for us to eliminate global generic type parameters and the complications they cause (both at a conceptual and implementation level).
The most central and visible piece of the change is that `EntryPointRequest` now holds a `DeclRef<FuncDecl>` instead of just ` RefPtr<FuncDecl>`, which allows it to refer to a specialization of a generic function.
Various places in the code that refer to the `EntryPointRequest::decl` member now use a `getFuncDecl()` or `getFuncDeclRef()` method as appropriate (see `compiler.h`).
In order to fill in the new data, the `findAndValidateEntryPoint` function has been greaterly overhauled.
The changes to its operation include:
* The by-name lookup step for the entry point function has been adapted to accept either a function or a generic function.
* The generic argument strings provided by API or command line are no longer parsed all the way to `Type`s, but instead just to `Expr`s in the first pass.
* There are now two cases for checking the global generic arguments against their matching parameters. The first case is the new one, where we plug the generic argument `Expr`s into the explicit generic parameters of an entry point (that case re-uses existing semantic checking logic). The second case is the pre-existing code for dealing with global generic type arguments.
The `lower-to-ir.cpp` logic for hadling entry points then had to be extended. Making it deal with a full `DeclRef` instead of just a `Decl` was the easy part (just call `emitDeclRef` instead of `ensureDecl`).
The more interesting bits were:
* We need to carefully add the `IREntryPointDecoration` to the nested function and not the generic in the case where we have a generic entry point. There is a handy `getResolvedInstForDecorations` that can extract the return value for an IR generic so that we can decorate the right hting.
* We need to make sure that in the case where we emit a `specialize` instruction (which normally wouldn't get a linkage decoration), we attach an `[export(...)]` decoration to it with the mangled name of the decl-ref, so that it can be found during the linking step.
The IR linking step is then slightly more complicated because the mangled entry point name could either refer directly to an `IRFunc` or to a `specialize` instruction for a generic entry point. The logic was refactored to first clone the entry point symbol without concern for which case it is (the old code was specific to functions), and then *if* the result is a `specialize` instruction, we attempt to run generic specialization on-demand.
That on-demand specialization is a bit of a kludge, but it deals with the fact that all the downstream passing only expect to see an `IRFunc`. A future cleanup might try to split out that specialization step into its own pass, which ends up being a limited form of the specialization pass.
Since I was already having to touch a lot of the code around IR linking, I went ahead and refactored the signature of the operations. I eliminated the need for the caller to create, pass in, and then destroy an `IRSpecializationState` (really an IR *linking* state), and replaced it with a structure local to the pass (that data structure was a remnant of an older approach in the compiler), and then also renamed the main operation to `linkIR` to reflect what it is doing in our conceptual flow.
Smaller changes made along the way include:
* Refactored `visitGenericAppExpr` to create a subroutine `checkGenericAppWithCheckedArgs` so that it can be used by the entry-point validation logic described above).
* Refactored the declarations around the IR passes in `emitEntryPoint()` (`emit.cpp`), to show that things are more self-contained than they used to be (e.g., that the `TypeLegalizationContext` is now only needed by one pass).
* Refactored the generic specialization code so that there is a stand-along free function that can perform specialization on a `specialize` instruction without all the other context being required. This is only to support the limited specialization that needs to be done as part of linking.
* Updated the `global-type-param.slang` test to actually test entry-point generic parameters. In a later pass we can/should rework all the tests/examples for global type parameters over to use explicit entry-point generic parameters (at which point we should rename the tests as well). For now I am leaving thigns with just one test case, with the expectation that bugs will be found and ironed out as we expand to more tests.
* fixup
* Fixup: don't leave entry-point decorations on stuff we don't want to keep
The IR `[entryPoint]` decoration is effectively a "keep this alive" decoration, which means that attaching it to something we don't intend to keep around can lead to Bad Things.
The approach to generic entry points was attaching `[entryPoint]` to the underlying `IRFunc` because that seemed to make sense, but that meant that the `specialize` instruction at global scope scould instantiate that generic and then keep it alive, even if the resulting function wouldn't be valid according to the language rules.
As a quick fix, I'm attaching `[entryPoint]` to the `specialize` instruction instead in such cases, and then re-attaching it to the result of explicit specialization during linking.
* Port most of remaining test and rename global type parameters
This change ports as many as possible of the existing tests for global type parameters over to use entry-point generic parameters instead. For the most part this is a mechanical change.
A few test cases remain using global generic parameters, as does the `model-viewer` example application.
The reason for this is that the shaders have either or both the following features:
* A vertex and fragment shader that can/shold agree on their parameters
* A type declaration (e.g., a `struct`) that is dependent on one of the generic type parameters
In these cases, it would really only make sense to switch to explicit parameters once we support shader entry points nested inside of a `struct` type, so that we can use an outer generic `struct` as a mechanism to scope the entry points and other type-dependent declrations.
Since global-scope type parameters need to persist for at least a bit longer, I went ahead and renamed all the use sites over to use `type_param` for consistency.
|
|
|
|
Before this change, code like the following would crash the compiler:
```hlsl
interface IThing { /* ... */ }
struct Outer
{
struct Inner : IThing
{}
}
/* go on to use Outer.Inner */
```
The problem was that the front-end logic for checking interface conformances was *only* checking declarations at the top level of a module, or nested under a generic.
This change fixes the logic to recurse through the entire tree of declarations.
I have added a test case that uses a nested `struct` type to satisfy an associated type requirement, to confirm that the new check works as intended.
|
|
* Initial support for uniform parameters on entry points
The basic feature this work adds is the ability to define a shader entry point like:
```hlsl
[shader("fragment")]
float4 main(
uniform Texture2D t,
uniform SamplerState s,
float2 uv : UV)
{
return t.Sample(s,uv);
}
```
In this example, the `uniform` keyword is used to mark that the given entry point parameters are *not* varying input/output flowing through the pipeline, but rather uniform shader parameters that should function as if the shader was declared more like:
```hlsl
Texture2D t,
SamplerState s,
[shader("fragment")]
float4 main(
float2 uv : UV)
{
return t.Sample(s,uv);
}
```
Allowing `uniform` parameters on entry points makes it easier to define multiple entry points in one file without accidentally polluting the global scope with shader parameters that only certain entry points care about.
This feature is also more or less a prerequisite for allowing generic type parameters directly on entry point functions, since the main use case for those type parameters is for determining what goes in various `ConstantBuffer`s or `ParameterBlock`s.
There are two main pieces to the implementation.
First, we need to be able to compute appropriate layout information for entry points that include `uniform` parameters.
Second, we need to transform the entry point function to move any `uniform` parameters to be ordinary global-scope shader parameters, to make sure that all other back-end passes don't need to worry about this special case.
The latter piece of the implementation is, relatively speaking, simpler.
The pass in `ir-entry-point-uniforms.{h,cpp}` converts entry point parameters that are determined to be uniform (using the already-computed layout information) into fields of a `struct` type and then declares a global shader parameter based on that `struct` type (and applies already-computed layout information to that parameter).
After that, the remaining IR passes (notably including type legalization) will handle things just as for any other global shader parameter.
The changes to the layout step are more significant, but most of the changes are just cleanups and fixes to enable the feature.
The two major changes that enable entry-point `uniform` parameters are:
* In `collectEntryPointParameters` we now dispatch out to a new `computeEntryPointParameterTypeLayout` function, which decided whether to compute the type layout for a `uniform` parameter, or for a varying parameter (what used to be the default behavior handled by `processEntryPointParameterDecl`).
* The main `generateParameterBindings` routine was extended so that it allocates registers/bindings to the resources required by each entry point (using `completeBindingsForParameter`) after it has allocated registers/binding to all of the global-scope parameters (this addition is mirrored in `specializeProgramLayout`).
The effect of these changes is that the `uniform` parameters of any entry points specified in a compile request will be laid out after the global-scope parameters, in the order the entry points were specified in the compile request.
A bunch of smaller changes were made around parameter layout that are worth enumerating so that the diffs make some sense:
* The `EntryPointLayout` type was changed so that instead of trying to *be* a `StructTypeLayout`, it instead *owns* one, in the same fashion as `ProgramLayout`. This commonality was factored into a base class `ScopeLayout`, and a bunch of edits followed from that change.
* Because `uniform` parameters are moved out of the entry point parameter list early in the IR transformations, the logic in `ir-glsl-legalize.cpp` that tried to look up parameter layout information by index would no longer work if the entry point parameter list had been altered. Instead, that logic now looks for the decorations directly on the parameters.
* The `UsedRange` type in `parameter-binding.cpp` was tracking the existing parameter associated with a range using a `ParameterInfo*` (which accounts for the possibility of multiple `VarDecl`s mapping to the same logical shader parameter), when just using a `VarLayout*` is sufficient for all current use cases. The overhead of allocating a `ParameterInfo` seems like overkill for entry-point parameters, where there can't possibly be multiple declarations of the "same" parameter, so avoiding these overheads was a focus when trying to deduplicate code between the global and entry-point parameter cases.
* A bunch of parameter binding logic that was specific to GLSL input has been deleted completely. There was no way to even execute this code in the compiler today, and there is pretty much zero chance of us needing (or wanting) to deal with GLSL input in the future. This includes custom `UsedRangeSet`s specific to each translation unit, which were only needed for global-scope `in` and `out` varying declarations in GLSL.
* A bunch of functions with `EntryPointParameter` in their names were renamed to use `EntryPointVaryingParameter` to help distinguish that they only apply to the varying case, while entry point `uniform` parameters are handled elsewhere.
* The `completeBindingsForParameter` function was re-worked into something that can be used for both global-scope shader parameters (where we have a `ParameterInfo` and possibly explicit bindings) and entry-point parameters (where we expect to have neither). This helps unify the (fairly subtle) logic for how we allocate and assign bindings for resources, constant buffers, parameter blocks, etc.
* A small change was made so that the entry-point stage is attached directly to top-level parameters of the entry point, and *not* recursively to every field along the way. This could be a breaking change for some applications, but it makes more logical sense (to me); we'll have to check if this affects Falcor. This change produces different output for several of the reflection tests, but the changes are consistent with no longer attaching stage information to sub-fields of varying `struct`-type parameters.
* Because there is a bunch of repeated logic in `parameter-binding.cpp` that has to do with computing a `struct` layout for ordinary/uniform data, I tried to factor that into a single `ScopeLayoutBuilder` type, which handles computing the offsets for any parameters with ordinary data, and then also handles wrapping up the layout in a constant buffer layout if there was any ordinary data at the end.
* A similar convenience routine `maybeAllocateConstantBufferBinding` was added because I noticed multiple places in `parameter-binding.cpp` that were trying to allocate a constant buffer binding for global uniforms, and they were wildly inconsistent (and in most cases used logic that would only work for D3D).
* The main `generateParameterBindings` routine is significantly shortened by using all of these utilities that were introduced. I tried to comment the places that changed to explain the overall flow correctly.
* The `specializeProgramLayout` routine (used to take a `ProgramLayout` from `generateParameterBindings` and specialize it based on knowledge of global generic arguments) had basically been rewritten with more explicit commenting/rationale for what happens in each step. It makes use of the same shared utilities as `generateParameterBindings` and `collectEntryPointParameters`.
In terms of testing:
* I added a test case to specifically test the new behavior, and in particular I made sure to include a mix of both global and entry-point parameters and also to have entry-point parameters of both ordinary and resource/object types.
* I tweaked an existing test for global type parameters to use an entry-point `uniform` parameter instead of a global one, in an effort to migrate it toward being able to use an explicitly generic entry point.
* fixups from merge
|
|
|
|
|
|
|
|
|
|
* Support function parameters of existential (interface) type
The basic idea here is that you can define a function that takes an interface-type parameter:
```hlsl
interface IThing { void doSOmething(); }
void coolFunction(IThing thing) { ... thing.doSomething() ... }
```
and call it with a concrete value that implements the given interface:
```hlsl
struct Stuff : IThing { void doSomething() { /* secret sauce */ } }
...
Stuff stuff;
coolFunction(stuff);
```
The compiler implementation will specialize `coolFunction` based on the concrete type that was actually passed in, resulting in output code along the lines of:
```hlsl
struct Stuff { ... }
void Stuff_doSomething(Stuff this) { /* secret sauce */ }
void coolFunction_Stuff(Stuff thing) { ... Stuff_doSomething(thing); }
```
In terms of implementation the new specialization approach has been integrated into the existing pass for generic specialization (which has been refactored significantly along the way), because generic specialization can open up opportunities for existential/interface simplification and vice versa, so there is no fixed interleaving of the two passes that can clean up everything.
The new logic therefore subsumes the old code for simplifying existential types (which only worked on local variables) in `ir-existential.{h,cpp}`. The local simplification rules from that implementation have become part of the core specialization pass instead, so that they can open up further transformation opportunities enabled by existential-type simplifications.
This code in place right now only handles the basic case of a function parameter that directly uses an interface type, and not one that wraps up an interface type in an array, structure, etc. Additional simplifications need to be introduced to deal with those cases as well.
* fixup: typos
|
|
|
|
|
|
|
|
* First attempt at asint, asuint, asfloat intrinsics.
* Test with countbits
* Placing glsl definitions first makes them get picked up.
* Some more improvements around asint.
* Add support for vector versions of asint/asunit
* Fix some typos in asuint/asint intrinsics for glsl.
Simplified and increased coverage of as/u/int tests.
* Added bit-cast-double test.
Added notional support for asdouble bit casts to glsl - but couldn't test because glslang doesn't seem to support the extension.
* Try to get double bit casts working - doesn't work cos of block issue.
* Only output parents on intrinic replacement if return type is not void.
|
|
|
|
|
|
This allows generic types to be used in entry point parameters.
|
|
A user found that the `Texture2D<float2>.Load(...)` operation was not being compiled to GLSL properly, such that it returned a `vec4` instead of the expected `vec2`.
The GLSL texture-related functions always return (and take) 4-component vectors, and we already have infrastructure in `emit.cpp` for recognizing a `$z` operator in the GLSL intrinsic definition to stand in for an appropriate swizzle based on teh number of components in the texture result type.
This change just adds that `$z` operator to the GLSL code for several more texture operations (including `Load()`) that are defined on a `Texture*<T>` and that return `T`.
This change doesn't try to add additional GLSL translations for texture-related operations (e.g., additional variations like `SampleCmp` that we have defined in the stdlib but not given GLSL translations for). That work still needs to be done.
|