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2021-01-07Add a -capability command-line option (#1651)Tim Foley
This provides a stand-alone option distinct from `-profile` that can be used to add capabilities to a target. A test has been added to confirm that `-profile X -capability Y` works the same as `-profile X+Y`. The intention is that this option could be used in applications that use the API to set up their target but then use the options-parsing logic to handle things like capabilities. Note: that latter bit has not been confirmed, so it is possible that this approach does not actually suffice for hybrid API + options usage. That will need to be confirmed in follow-up work.
2021-01-05Add basic GLSL support for SV_Barycentrics (#1648)Tim Foley
* Add basic GLSL support for SV_Barycentrics This change allows for fragment shader varying inputs marked with the `SV_Barycentrics` semantic to be mapped to GLSL code using the `gl_BaryCoordNV` builtin variable (from he `GL_NV_fragment_shader_barycentric` extension). This is the simplest possible change to get the functionality up and running, and it leaves out many things that could be desired in a more feature-complete version of the feature later: * There is no support for alternative extensions that provide similar functionality. Selection of which extension to favor could eventually be based on the "capability" work that has been put in place. * There is no attempt made to check that the input has the expected type (or to coerce it if it doesn't), so for now this is only going to be guaranteed to work for a `float3` input. * This change does not expose the `pervertexNV` qualifier added in the `GL_NV_fragment_shader_barycentric` extension, which can be used by a shader to access the uninterpolated vertex inputs. The last issue is an important one, since the HLSL `GetAttributeAtVertex` function seems to be defiend to work with *any* incoming varying parameter that was marked with `nointerpolation`. When we have a `nointerpolation` input, it would seem that we need to know whether it will be used with `GetAttributeAtVertex` (in which case it should be declared as a `pervertexNV` array input in GLSL) or not (in which case it should be declared as a `nointerpolation` input, without an array). * fixup: missing file
2021-01-05Use "capability" system to select VKRT extension (#1647)Tim Foley
* Use "capability" system to select VKRT extension Slang currently supports translation of ray tracing shader code to Vulkan GLSL code that uses the `GL_NV_ray_tracing` extension. A multi-vendor equivalent of that extension has been released as `GL_EXT_ray_tracing` and we want Slang to support that extension as well. At the simplest, making the change from one extension to the other is just a matter of changing a few strings, since it does not appear that anything of significance was changed at the GLSL level (or even in SPIR-V). Where this gets trickier is when we have users who want us to support *both* extensions, and to be able to switch between them. The solution we've implemented here more or less amounts to: * If you don't tell the compiler which extension to use, it will default to `GL_EXT_ray_tracing` (the newer multi-vendor one). * If you explicitly want the older extension, you can opt into it using the `-profile` option or via a new API for explicitly adding capabilities to your target. Making that work required a few different kinds of changes: * The options parsing and public API needed ways to add optional capabilities to a target. * During GLSL code emit, we can check the capabilities that were added to the target to see if the `GL_NV_ray_tracing` extension was explicitly enabled and, if not, default to using the `GL_EXT_ray_tracing` names for things. This step is needed because some of the modifiers/attributes involved in the extension have to be handled explicitly in the code generator rather than implicitly as part of mapping intrinsic functions. * We add two different translations to the relevant operatiosn in the stdlib, one marked with each of the extensions. If profile/capability-based overload resolution can be relied on to pick the right one, this should Just Work. * Next, a bunch of work had to go into making capability-based overloading Just Work for the purposes of this change. There's been a nearly complete reworking of the implementation of `CapabilitySet` here to make it more suitable for our needs. * The tests that were using ray tracing translation for Vulkan needed to be updated. For some of them I updated their baselines to use `GL_EXT_ray_tracing` so that they can test the new path. For others, I updated the command line for the test case so that it explicitly opts into using `GL_NV_ray_tracing`. The result is that we have some coverage of each extension. I would have liked to have each test run in both modes, but our pass-through glslang support doesn't support `-D` options, so I couldn't take that step easily. This change does *not* add support for `GL_EXT_ray_query`, the extension that supports "DXR 1.1" style queries under Vulkan. Adding support for that extension should hopefully be a smaller step because it doesn't have the same multiple-extensions issue. This change does *not* address a lot of possible avenues for improvement or cleanup around the capability system. It focuses only on those changes that are necessary to make the ray tracing feature work and leaves the rest for future work. * fixup: infinite loop * Comment-only change to retrigger TC build
2020-12-11Implements CUDA renderer in gfx. (#1637)Yong He
* Implements CUDA renderer in gfx. * Revert unnecessary change. * Revert unnecessary changes. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
2020-12-10Building with embedded stdlib (#1634)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Move reflection to reflection-api. * Slight reorg to pull out potentially Slang internal functions from the reflection API impls. * Remove visual studio projects * Fix for slang-binaries copy. * Add the visual studio projects in build/visual-studio * Remove miniz project. * Differentiate the linePath from the filePath. * Improve comment in premake5.lua + to kick of CI. * Kick CI. * Use COM compile request for calls to functions inside api-less-slang. Add static-slang project. * Fix const typo issue. * Don't include 'core' link in 'api-less-slang' * Removed static-slang lib causes problems on linux with linking. Embed Slang stdlib Added StaticBlob Added dumpSourceBytes Use ConstArrayView for the archive. At startup allow loading of zip with stdlib. Made -save-stdlib -load-stdlib take a name Added '-save-stdlib-bin-source' to save out serialized stdlib as source. * Ability enable/disable stdlib embedding. * Fix problem with moduleDecl not having module pointer set when serialized in. * Set of debugdir for slang-test and examples. * Add slang-stdlib-api.cpp * Update slang filters for VS. * Try to use pic, and -mcmodel=medium * Some more efforts ot make premake work. * WIP premake5.lua from previously working version. * Remove api-less-slang project. * Disable dllexport on gcc/clang. * Embed via slangc-bootstrap. * Fix slang-profile. Always compiles without stdlib. * Use pic "On" * Remove slangc-bootstrap and embed-stdlib-generator if embedding not required. Make bootstrap run the generators. * Improve comments in premake5.lua. Kick off another CI build. * Remove generation of stdlib source from std-lib-serialize.slang
2020-12-10Move ShaderObject to be under renderer interface. (#1633)Yong He
* Move ShaderObject to be under renderer interface. * Make `create*PipelineState` take `const PipelineStateDesc&`. * Move ShaderCursor implementation to a cpp file
2020-12-07"Shader Toy" example and related fixes (#1629)Tim Foley
* "Shader Toy" example and related fixes This change introduces a new `shader-toy` example program that is primarily designed to show how Slang's features for type-based encapsulation and modularity can be applied to modularity for effects along the lines of those from `shadertoy.com`. The Example ----------- The example is being checked in with an example "toy" effect that I hastily put together, so that it would not be encumbered with any IP concerns. I wrote the effect using the shadertoy.com editor, so I can be sure it is valid GLSL. During bringup of the application I used a pre-existing and larger effect for testing, so some of the support code that was added is not being used at present. The big-picture idea here is to have an exmaple that shows how to modularize things using Slang interfaces and generics, and then to use the Slang compiler API to manage the compilation, composition, specialization, and linking steps. For better or worse this leads to the sequence of API calls involved being much longer than what was in something like the `hello-world` example. Future Work (Example) --------------------- There is a lot of room for improvement and expansion here, so this should be viewed as a checkpoint of work in progress rather than something I'm claiming as a finalized demonstration of all we'd like to achieve. Areas for future work include: * We need to copy the integration of "Dear, IMGUI" that was already done for the `model-viewer` example so that this example can have a UI. * Now that the compilation flow is broken into all these additional steps, it should be possible to have the application load multiple effects as distinct modules, and then provide a UI for switching between them. The chosen effect module would be used to specialize the top-level shader(s) before kernel generation. * The checked-in logic includes a compute shader that can execute an effect, but that hasn't been tested nor has it been wired up to any kind of UI. We should have a way to switch between multiple execution methods, with a goal of eventually including CPU execution. * The "GLSL compatibility" code needs a lot of improvements before it is likely to be usable for a nontrivial number of shaders. Some of that work is waiting on Slang compiler fixes, though. * We should consider allowing the individual "toy" effects to define their own uniform parameters and expose those via a UI and reflection. The catch in this case is not that this would be difficult to do, but that it would be a semantic change to how shader toy effects currently work. The Compiler Fixes ------------------ Doing this work exposed a few bugs in Slang, and this change includes fixes for the ones that were quick to address. We already had logic in `slang-check-shader.cpp` that was validating the entry points in a compile request - either by checking the explicitly-listed entry points, or by scanning for `[shader("...")]` attributes. The problem is that the routine that did that checking was not being invoked on all compiles. The logic that handled entry points was only being run for manual compiles using `SlangCompileRequest`, while anything using `import` or `loadModule` would ignore entry points. I refactored the relevant code into a subroutine that will be invoked in all compilation scenarios. There were already `TODO` comments in `SpecializedComponentType` which made the point about how a specialized entry point like `myShader<YourType>` would need to properly show that it has dependencies on both the module that defines `myShader` *and* the module that defines `YourType`, while only the former was being handled at present. I went ahead and implemented the logic to scan the generic arguments for a specialized compoment type in order to determine what module(s) the arguments depend on (both type arguments and witness tables). With that change, using `IComponentType::link` on a specialized component will properly pull in the module(s) that the generic arguments come from. In `slang-ir-legalize-types.cpp` we could run into assertion failures in debug builds because of code trying to legalize layout `IRAttr`s for fields or parameters with types that need legalization. In practice it is safe to skip these layout attributes, because legalization of the fields/parameters they pertain to would result in creation of entirely new layout attributes, and the old ones would then be unreferenced. Future Work (Fixes) ------------------- There are other compiler bugs that this work exposed, but which this change does not address. These will need to be resolved as part of subsequent changes: * Slang allows for default-initialization of variables of a generic type. That is, given `<T : ISomething>` a user is allowed to declare `T x = {};` and the Slang front-end does not complain. Instead, this leads to an internal compiler error during IR lowering. * The Slang `__init()` feature probably needs to be upgraded to a properly supported feature, and we probably need a way to make implementing default-initialization an easy thing (e.g., any `struct` type that has initial-value expressions for all its fields should automatically and implicitly satsify an `init();` requirement declared in an interface) * Iniside an `__init()` definition, code has mutable access to members of the enclosing type, but for some reason the front-end is incorrectly treating `this` as immutable in those contexts. As a result you can write to `someField` but not `this.someField`. * User-defined operator overloads flat out don't work (which isn't surprising given that no clients have decided to use them yet, and we have no test coverage for them). This is actually due to the shadowing rules being used for lookup right now, so a fix for this issue is going to have far-reaching consequences around what overloads are visible where (and anything that impacts overload resolution is a big can of worms, including around performance). * fixup: test case had missing main function
2020-12-03Add shader object parameter binding to renderer_test. (#1622)Yong He
* Add shader object parameter binding to renderer_test. * remove multiple-definitions.hlsl * Fix cuda implementation. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
2020-12-02Fix [mutating] generic methods (#1618)Tim Foley
Slang generates code that turns the implicit `this` parameter of a method into an explicit parameter. The logic that decides whether that parameter should be `inout` is a bit involved, and there was a bug where a generic method would lead to the use of an `in` modifier (the default) and override the `inout` modifier that was requested by the method itself. This change fixes the logic to treat generic declarations in the parent chain of a leaf method as having no bearing on whether an implicit `this` parameter should be `inout` or not. A test case is included that breaks with the old behavior, and demonstrates that a generic `[mutating]` method can now work correctly.
2020-11-30Enable all dynamic-dispatch tests on D3D/VK. (#1615)Yong He
2020-11-30Re-enable `interface-shader-param` tests. (#1614)Yong He
2020-11-20Make witness and RTTI handles lower to `uint2`. (#1613)Yong He
* Make witness and RTTI handles lower to `uint2`. And enable some dynamic dispatch tests on D3D/VK. * Bug fixes.
2020-11-19Unify handling of static and dynamic dispatch for interfaces (#1612)Tim Foley
Overview ======== Prior to this change, we had two different code generation strategies for interface/existential types in Slang, that didn't always play nicely together: * The "legacy" static specialization approach could handle plugging in an arbitrary concrete type for an existential type parameter (including types with resources, etc.), but wouldn't work well with things like a `StructuredBuffer<>` of an interface type, and requires somewhat counter-intuitive layout rules to make work. * The new dynamic dispatch approach produces simpler, more easily understood layouts by assuming that values of interface type can fit into a fixed number of bytes. The tradeoff there is that it cannot handle types that include resources (only POD types). The goal of this change is to make it so that the two strategies can co-exist. In particular, in cases where a shader is amenable to both static specialization and dynamic dispatch, the type layouts should agree. In order to make the type layouts agree, we: * Declare that *all* values of existential type reserve storage according to the dynamic-dispatch rules (so 16 bytes for the RTTI and witness-table information, plus whatever bytes are needed to story "any value" of a conforming type). * Then we modify the "legacy" layout rules so that if a value of concrete type can fit in the reserved "any value" space for a given interface, then it is laid out there exactly like the dynamic dispatch rules would do. Otherwise, we fall back to the previous legacy rules (since we don't need to agree with the dynamic-dispatch layout on types that can't be used with dynamic dispatch). Details ======= * Renamed `ExistentialBox` to `BoundInterfaceType` to better clarify how it relates to `BindExistentialsType` * Unconditionally apply the `lowerGenerics` pass during emit, since it is now responsible for aspects of the lowering of existential types when specialization is used. * Made IR type layout take the target into account, so that the layout of resource types can vary by target (e.g., being POD on some targets, and invalid on others) * Cleaned up some issues around using global shader parameters as the "key" for their layout information in the global-scope layout (only comes up when there are global-scope `uniform` parameters) * Made there be a default any-value size (16) instead of making it be an error to leave out. This was the simplest option; we could try to go back to having an error, but we'd need to only issue it if we are sure a type/interface is being used with dynamic dispatch, since static dispatch doesn't have to obey the restrictions. * Changed lowering of existential types to tuples so that bound interfaces where the concrete type won't fit use a "pseudo-pointer" instead of an "any-value" to hold the payload * Changed IR type legalization to handle the "pseudo-pointer" case and apply layout information from an interface type over to the payload part when static specialization was used. * Changed some details of how witness tables were being lowered, so that we didn't have to create "proxy" witness tables for the constraints on associated types (just use the actual requirement entries we generate) * Changed witness tables so that they know the subtype doing the conforming * Added logic so that we don't generate pack/unpack logic and witness table wrapper functions for types that are incompatible with any-value/dynamic dispatch for a given interface. * Changed the core AST-level type layout logic to use the dynamic-dispatch layout in case things fit, and the legacy static specialization case when things don't (while also reserving space for the dynamic-dispatch fields) * Changed a bunch of test cases for static specialization to properly use the new layout (which introduces new buffers in some cases, and moves data around in others). Future Work =========== The experience of trying to reconcile our older way of handling interface-type specialization with our newer model (that supports dynamic dispatch) makes it clear that we really need to make similar changes to our handling of generic type parameters on entry points and at the global scope. A future change should make it so that a global type parameter is lowered with a type layout similar to a value parameter of interface type, including the RTTI and witness-table pieces, and just leaving out the "any value" piece. A similar translation strategy should apply to entry-point generic parameters (mirroring how we lower generic functions for dynamic dispatch already), and value specialization parameters. Co-authored-by: Yong He <yonghe@outlook.com>
2020-11-19Fix constant folding in attributes (#1610)Yong He
* Fix constant folding in attributes * remove unnecessary change * remove unnecessary change * remove unnecessary change * Fixed circular checking issue. * cleanup * more cleanup * minimize diff * minimize diff * minimize diff
2020-11-18Test for serializing out and reading back Stdlib (#1605)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Mangling/module name extraction for GenericDecl * Add comment on SerialFilter to explain re-enabling Stmt. * Support setting up SyntaxDecl when reconstructed after deserialization. * Improvements to setup SyntaxDecl. * Fix typo so can read compressed SourceLocs. * Fix issue with SourceManger. * Simple test for serializing out stdlib and reading back in. * Fix calling convention. * Add override to StdLib impls. * Fix typo. * Apply testing to an actual compute test when using load-stdlib Make -load/compile-stdlib processable by Slang Move out testing into util into TestToolUtil so can be shared. * Slightly more concise setup of session. * Fix some errors introduced with session handling. * Made setup for compile same across slangc and slangc-tool.
2020-11-11Include hierarchy output (#1595)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Improve diagnostic for token pasting. * Token paste location test. * Output include hierarchy. * WIP on includes hierarchy. * Improved include hierarchy output - to handle source files without tokens. Improved test case. * Small comment improvements. Fixed a typo with not returning a reference. * Slight simplification of the ViewInitiatingHierarchy, by adding GetOrAddValue to Dictionary. * Remove the need for ViewInitiatingHierarchy type. * Improve output of path in diagnostic for includes hierarchy. * Remove comment in diagnostic for token-paste-location.slang * Update command line docs to include `-output-includes` Co-authored-by: Yong He <yonghe@outlook.com>
2020-11-06Specialize witness table lookups. (#1596)Yong He
* Specialize witness table lookups. * Remove generated files from vcxproj * Fix call to generic interface methods.
2020-10-22Generate `if` based dispatch logic on GPU targets. (#1585)Yong He
2020-10-15Fix a bug in IR lowering (#1578)Tim Foley
The basic problem here is that when a function has multiple declarations with matching signatures (e.g., a forward declaration and then a later definition with a body), the IR lowering logic would lower all declarations whenever the first one was encountered, but then would only register an IR value as the lowered version of the first declaration. Other matching declarations would then run the risk of being lowered again, and in the case where they included features like loops with break/continue labels, that would create the risk of keys getting inserted into certain dictionaries more than one, leading to exceptions. This change ensures that when lowering a function that has multiple matching declarations to IR, we register an IR value for all of those declarations and not just the first. I have added a test case that leads to a crash without this change, to ensure that we don't introduce a regression down the line.
2020-10-13Repro test that loads repro (#1576)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Slang repro test that reloads and runs compiled code.
2020-10-09Support CUDA bindless texture in dynamic dispatch code. (#1575)Yong He
2020-10-06InterlockedExchangeU64 support on RWByteAddressBuffer (#1572)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Added [__requiresNVAPI] to functions that need nvapi support. * Added support for InterlockedExchangeU64 Added exchange-int64-byte-address-buffer test Fixed typo in cas-int64-byte-address-buffer test * Improve comment around NVAPI usage in hlsl.meta.slang
2020-10-05Update the type of a call inst during specialization. (#1569)Yong He
2020-10-04Handle partial existential parameter type specialization. (#1568)Yong He
* Specialize exsitentials parameters in struct fields. * Cleanup. * Handle partial existential parameter type specialization. Co-authored-by: Yong He <yhe@nvidia.com>
2020-10-02Specialize exsitentials parameters in struct fields. (#1565)Yong He
* Specialize exsitentials parameters in struct fields. * Cleanup. Co-authored-by: Yong He <yhe@nvidia.com>
2020-09-23Fix GLSL output for byte-address loads of vectors (#1558)Tim Foley
While working on #1557, it became clear that something was going wrong when using `*ByteAddressBuffer.Load<T>` to load a vector type on GLSL/SPIR-V targets. The root problem was that the IR-level layout logic (which computes the "natural" layout of a type) had not yet been extended to handle vectors. The fix is simple enough, but it highlights the fact that we probably need to go ahead and "complete" that layout logic sooner or later. This change includes a test case that covers the behavior added here, as well as the case that #1557 fixes. Unfortunately, due to CI system limitations, the HLSL/dxc part of the test is not yet enabled.
2020-09-21Enable all dynamic dispatch tests on CUDA. (#1552)Yong He
* Enable all dynamic dispatch tests on CUDA. * Fix expected cross-compile test results.
2020-09-17Initial attempt to enable CUDA dynamic dispatch codegen (#1549)Yong He
* Front-load cuda module loading to fill in RTTI pointers. * Enable dynamic dispatch codegen for CUDA.
2020-09-14Support shader parameters that are an array of existential type. (#1542)Yong He
* Support shader parameters that are an array of existential type. * Rename to getFirstNonExistentialValueCategory Co-authored-by: Yong He <yhe@nvidia.com>
2020-09-11Remove some "do what I mean" logic from reflection API (#1539)Tim Foley
The reflection API had a bit of DWIM (Do What I Mean) logic in that a client could query the resource usage/bindings of a `ParameterBlock<X>` and see not only the register `space` or descriptor `set` for the block itself, but also the constant buffer `register` or `binding` for its default constant buffer (if any). The reason for this behavior was that there was existing client code in Falcor that relied on that behavior for parameter blocks, and even after changing the way that parameter block layouts were computed and stored we sought to maintain backwards compatibility with that client code. The trouble is that the weird behavior then goes on to cause confusion for other clients of the Slang reflection API. This change removes the special-case logic, and fixes up our reflection tests to mirror the new (correct) information that we return. When this change is released, it will be a breaking change for any client code that still relies on the old behavior. We will need to coordinate with client application developers to fix their reflection logic. Note that all the same information can still be accessed, simply by using new reflection API that we have added.
2020-09-10Allow existential types in `StructuredBuffer` element type. (#1536)Yong He
* Allow existential types in `StructuredBuffer` element type. * Handle StructuredBuffer.Load/.Consume methods * Clean up unnecessary changes * Code cleanup * Update test comment
2020-09-10Add a pass to support resource return values (#1537)Tim Foley
A long-standing problem for the Slang implementation has been that some targets (notably GLSL/SPIR-V) do not support treating resources (textures, buffers, samplers, etc.) as first-class types. Resource types on such platforms are restricted so that they may not be used as the type of: 1. fields of aggregate types (`struct`s) 2. local variables 3. function results or `out`/`inout` parameters Issue (1) is handled by our "type legalization" pass today, by splitting aggregates that contain resources into separate fields/variables/parameters. Issue (2) is worked around by putting code into SSA form and promoting local variables to SSA temporaries when possible; the net result is that many local variables of texture type are eliminated (that pass is not perfect, though, and it is possible for users to get errors when it doesn't fully clean up local variables of texture type). Issue (3) is a much more complicated matter, and it is what this change is concerned with. A typical solution to issue (3) is to simply inline all of the code in a program, at which point function results and `out`/`inout` parameters will no longer exist to cause problems. We reject such solutions for two reasons. First, there are limitations on control-flow structure in HLSL/GLSL/SPIR-V that mean they cannot express certain programs after inlining has been performed. Second, and more importantly, the philosophy of the Slang compiler is to perform as little duplication of code as possible, so that we do not accidentally contribute to binary size bloat. Instead, this change tackles the problem of functions that output resource types by adding a new specialization pass. The pass detects functions that ought to be specialized (because they have resource-type outputs), and inspects their bodies to see if the values they output have a predicatable structure that can be replicated outside of the function body. The same logic that inspects the function body also rewrites (a copy of) the function to not have the offending outputs. Finally, all the call sites to a function that is rewritten in this way also get rewritten so that instead of using output values from the function itself, they reproduce the expected output value(s) in their own code. The pass as presented here is intentionally limited in the scope of what it can optimize away (and the test case only touches on that specific functionality). The goal is to get a basic version of this pass in place and evaluated, and then to expand on its functionality incrementally over time.
2020-09-04Allow mixing unspecialized and specialized existential parameters. (#1533)Yong He
* Allow mixing unspecialized and specialized existential parameters. * Fixes.
2020-09-02Allow unspecialized existential shader parameters (dynamic dispatch). (#1529)Yong He
* Allow unspecialized existential shader parameters (dynamic dispatch). * Fixes. * Fixes * disable cuda test
2020-09-02Add support for (undocumented) HLSL 16-bit bit-cast ops (#1528)Tim Foley
As of SM 6.2, the dxc compiler added support for a set of 16-bit bit-cast operations to mirror the `asuint`, `asfloat`, and `asint` operations that were provided for 32-bit scalar types. These operations are not publicly documented, so we didn't think to add them. It should be noted that there was already a similar operation in HLSL, called `f32tof16`, that took as input a `float` and then packed a half-precision version of it into the low bits of a `uint`. The problem is that using that operation for `half`->`uint16_t` conversion required a round trip through a `float`, and downstream compilers seemingly can't optimize away that conversion. This change adds the new operations along with a test that tries to make use of them to ensure the results are what is expected. There are enough cases to cover that I had to write the test in a way where each thread only writes out a subset of the required output. There are two other changes here are that are not directly related to the main feature: First, it seems like the `[__forceInlineEarly]` attribute on some of these overloads interacts poorly with generics, and results in an `IRVectorType` appearing at local scope in the output code. That is semantically reasonable given our IR model, but it would ideally be something that gets eliminated as a result of deduplication of types. For now I've introduced a slight hack to make types always get inlined into their use sites during emission, which should handle the case of locally-defined types. I'm not 100% happy with that solution, but it seemed better than introducing a bunch of unrelated fixes into this PR. Second, the way that conversion operations were being declared for matrix types seems to have been incorrect: we had a single *explicit* initializer added to matrix types via an `extension` that allowed them to be initialized from other matrix types with the same size and *any* element type. In order to support implicit conversions of matrix types, I cribbed the code we were already using to introduce implicit conversion operations for vector types.
2020-08-28Enable lower-generics pass universally. (#1518)Yong He
* Enable lower-generics pass universally. * Exclude builtin interfaces and functions from lower-generics pass. * Update stdlib. * Fixup. * Fixes handling of nested intrinsic generic functions. * Fixes. * Fixes.
2020-08-27Enable simple extensions of interface types (#1521)Tim Foley
The big picture here is that an `extension` can now apply to an interface type and provide convenience methods for all types that implement that interface. Suppose you have an interface for counters: interface ICounter { [mutating] void add(int val); } and a type that implements it: struct SimpleCounter : ICounter { int _state = 0; ... } If a common operation in your codebase is to increment a counter by adding one, you would be faced with the problem of either: * Add the `increment()` operation to `ICounter`, and force every implementation to implement the new requirement * Add the `increment()` operation to concrete counter types as needed, and thus not be able to use it in generic code * Make `increment()` a global ("free") function, and force clients of counters to have to know which operations use member syntax (`c.add(...)`) and which use global function call syntax (`increment(c)`). The whole idea of `extension`s is to allow for another option that is better than all of the above: extension ICounter { [mutating] void increment() { this.add(1); } } The core of the implementation is relatively straightforward, and consists of two complementary pieces. The first piece is that when emitting a concrete IR entity (function/type/whatever) we treat any enclosing `interface` type (or `extension` thereof) a bit like an enclosing `GenericDecl`, and introduce an `IRGeneric` to wrap things. The generic `IRGeneric` has parameters representing the `This` type for the interface, along with the witness table that shows how `This` conforms to the interface itself. We thus end up with an IR version of `increment()` something like: void increment<This : ICounter>(This this) { this.add(1); } The second (complementary) fix is that when there is code that references this `increment()` operation, we don't treat it like an interface requirement (look up based on its key), and instead treat it like a generic (since that is how it is lowered now) and speciaize it to the information we can glean from the `ThisTypeSubstitution`. A related fix that is required here is that within the body of `increment`, when we perform `this.add`, we need to ensure that the lookup of `add` in the base interface properly takes into account the subtype relationship (`This : ICounter`) and encodes it into the lookup result, so that we get `((ICounter) this).add`, and properly generate code that looks up the `add` method in the witness table for `This`.
2020-08-27Clean up the way that lookup "through" a base type is encoded (#1519)Tim Foley
* Clean up the way that lookup "through" a base type is encoded In order to undestand this change, it is important to undestand how lookup through base interfaces works prior to this change. In order to understand *that* it helps to be reminded of how inheritance relationships get encoded in the AST. Suppose the user writes: struct Base { int val; } struct Derived : Base { ... } ... Derived d = ...; int v = d.val; The question is how an expression like `d.val` gets semantically checked, and how it is encoded into the IR after semantic checking. You might assume it gets checked and encoded so that we end up with: int v = ((Base) d).val; and that seems like it should Just Work... so of course that isn't what Slang has been doing. Instead, we relied on the fact that the inheritance relationship `Derived : Base` is represented as an `InheritanceDecl` member of the `Derived` type, and we ended up checking the code into something like: int v = d.<anonymous>.val; where `<anonymous>` stands in for the name of the `InheritanceDecl` that represents inheritance from `Base`. This design choice makes a limited amount of sense when you consider how inheritance would typically be lowered to a C-like output language: // struct Derived : Base { ... } // => struct Derived { Base base; ... } The problem with that encoding is that it really doesn't make sense for almost any other scenario. In particular, if you have a generic type parameter `T` that was constrianed with `T : ISomething`, then the constraint isn't even technically a *member* of the type parameter `T`, so expressing thing as a member reference in the AST is completely incorrect. Unfortunately, by the time it was clear that we needed something better, a bunch of implementation work was done based on the existing representation. This change tries to clean things up so that lookup of a super-type member through a value of a sub-type does the obvious thing: cast the value to the super-type and then look up the member (as in `((Base) d).val`). The core of the change is that in lookup, instead of creating `Constraint` breadcrumbs whenever we are looking up in a super-type (with a reference to the `TypeConstraintDecl` being used) we instead use `SuperType` breadcrumbs (with a reference to a `SubtypeWitness`). Then when we create the expression from a `LookupResultItem`, we translate any `SuperType` breadcrumbs into `CastToSuperTypeExpr`s (an expression type that already existed). This change also adds support for lookup through the `This` type in the context of an interface, and in order for that to work we need a new kind of subtype witness to represent the knowledge that a `This` type is a subtype of the enclosing interface. Making that work forces us to change the representation of `TransitiveSubtypeWitness` so that it takes a pair of subtype witnesses (and not one subtype witness plus one `TypeConstraintDecl`). For the most part this is a small change, but it raises the possibility that some pieces of the code aren't going to be robust against all possible shapes of subtype witnesses. The IR lowering logic has relied on the weird `d.<anonymous>` representation in order to ensure that when looking up interface members we weren't always casting to the interface type (which would create a `makeExistential` instruction), and then calling using that. Basically, the IR lowering would ignore the `d.<anonymous>` part and just emit `d`, but we can't do that for `((Base) d)` or `((IThing) d)` because whehter or not we should actually perform the cast depends on context. For now we solve that problem by adding specific logic to ignore up-casts to interface types when they appear in member expressions or method calls. A more robust solution might be needed down the line, but this seems to work in practice. All of this work is cleanup that I found was needed in order to make `extension`s of `interface` types workable. * fixup: disable an incorrect test
2020-08-26Added more Atomic support for int64 types on RWByteAddressBuffer (#1515)jsmall-nvidia
* Support for more 64 bit atomics on ByteAddressBuffer. * min max 64bit test. * Disable CUDA version of min max 64 bit test - as produces the wrong output. * Update target-compatibility.md with added 64 bit atomics. Co-authored-by: Yong He <yonghe@outlook.com>
2020-08-24RWByteAddressBuffer::InterlockedCompareExchangeU64 (#1513)jsmall-nvidia
* First pass at incorporating nvapi into test harness. * D3d12 Atomic Float Add via NVAPI working * Dx12 atomic float appears to work. * Atomic float add on Dx12. * Added atomic64 feature addition to vk. Fix correct output for atomic-float-byte-address.slang * Disable atomic float failing tests. * Upgraded VK headers. * Detect atomic float availability on VK. * Try to get test working for in64 atomic. * Made HLSL prelude controlled via the render-test requirements. * Added -enable-nvapi to premake. * Fix D3D12Renderer when NVAPI is not available. * Small improvements to VKRenderer. * Improve atomic documentation in target-compatibility.md. * Fixed NVAPI working on D3D12. * Test for specific NVAPI features. * Remove requiredFeatures from Renderer::Desc as was ignored. Tried to document more around nvapiExtnSlot. * Readded requiredFeatures to Renderer::Desc * Improve comments in the tests. * Rename Fp32 -> F32 Added cas-int64-byte-address-buffer.slang test Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
2020-08-24NVAPI improvements (#1512)jsmall-nvidia
* First pass at incorporating nvapi into test harness. * D3d12 Atomic Float Add via NVAPI working * Dx12 atomic float appears to work. * Atomic float add on Dx12. * Added atomic64 feature addition to vk. Fix correct output for atomic-float-byte-address.slang * Disable atomic float failing tests. * Upgraded VK headers. * Detect atomic float availability on VK. * Try to get test working for in64 atomic. * Made HLSL prelude controlled via the render-test requirements. * Added -enable-nvapi to premake. * Fix D3D12Renderer when NVAPI is not available. * Small improvements to VKRenderer. * Improve atomic documentation in target-compatibility.md. * Fixed NVAPI working on D3D12. * Test for specific NVAPI features. * Remove requiredFeatures from Renderer::Desc as was ignored. Tried to document more around nvapiExtnSlot. * Readded requiredFeatures to Renderer::Desc * Improve comments in the tests.
2020-08-21Vulkan update/NVAPI support (#1511)jsmall-nvidia
* First pass at incorporating nvapi into test harness. * D3d12 Atomic Float Add via NVAPI working * Dx12 atomic float appears to work. * Atomic float add on Dx12. * Added atomic64 feature addition to vk. Fix correct output for atomic-float-byte-address.slang * Disable atomic float failing tests. * Upgraded VK headers. * Detect atomic float availability on VK. * Try to get test working for in64 atomic. * Made HLSL prelude controlled via the render-test requirements. * Added -enable-nvapi to premake. * Fix D3D12Renderer when NVAPI is not available. * Small improvements to VKRenderer. * Improve atomic documentation in target-compatibility.md.
2020-08-21Fix stdlib declarations for texture Gather() (#1510)Tim Foley
Fixes #1507 These operations were failing to take into account the way that array textures require an extra coordinate to be passed in for the primary location (but not the additional offsets). Adding `isArray` to the component count is the existing solution used for similar intrinsics elsewhere in the stdlib, and it is adopted here. Because our test framework isn't really set up to do a lot of texture testing (including having no support for texture arrays), the test added here is just a cross-compilation test that compares output with fxc for comparable input.
2020-08-21Another fix for overriding property decls (#1509)Tim Foley
* Another fix for overriding property decls The central problem we keep running into with `property` decls in `interface`s comes down to two choices: 1. When a member lookup `obj.someName` or a simple lookup for `someName` produces an overloaded result, we make no attempt to resolve the overloading right away, and instead postpone disambiguation until the point where that expression gets *used*, in case the context where it gets used can help in disambiguation (a notable case being when there is a call expression `obj.someName(...)` or `someName(...)`). 2. When looking up members in a the scope of a type (either for `obj.someName` or `someName` in the context of a method), we include all results from base types in the set of overloads returned, even in cases where the type has a direct member that "overrides" the inherited one. The combination of these factors means that when a `struct` type implements a `property` to satisfy a requirement of an inherited `interface`, then references to `obj.someProp` end up being ambiguous between the property in the concrete `struct` type and the property it inherits through the `interface`. There is no quick fix possible for issue (2). It might seem that we could just skip over members inherited through `interface`s when doing lookup in a type, but that solution wouldn't apply to inheritance from another `struct` type, or any future scenario where we support default implementations of methods in interfaces. The simple idea of saying that a derived-type member named `M` hides all inherited members named `M` is possible, but would lead to a bad user interface when a type wants to support both a core "bottleneck" method and a bunch of convenience overloads with the same name. That leaves us with issue (1), and trying to find a reasonable fix for it. The common case is that any expression `e` eventually gets used in a context where it will be be subject to disambiguation: * If we form a call expression `e(...)`, then the overload resolution logic will (obviously) work to disambiguate which `e` was meant. * If `e` is used as an argument to another call (`f(... e ...)` or `... + e`), then `e` will be coerced to the expected parameter type for its argument position, and that coercion will disambiguate it (this is the bit that was fixed in #1501) * If `e` is used in another context where a type is expected/known, it will also be coerced: `if(e)`, `int v = e`, etc. The problem case that is left behind is any scenario where `e` is not subject to one of the above resolution cases, which mostly amounts to cases where an expression is never coerced to a single fixed type. There are a few important cases where this occurs today: * When the expression is used as the left-hand side of an assignement (`e = ...`). * When an expression is used to initialize a variable with an implicit type (`let v = e`). * When inferring generic arguments from the value arguments at a call site (`f(e)` where `f` is defined as `f<T>(T v)`) The key connecting thread in each of these cases is that the front-end needs to determine the type of `e` to make progress. Our semantic checking logic already has functions that try to draw a distinction between the two cases: * The `CheckTerm()` operation is supposed to be used when we expect that we will eventually coerce or otherwise diambiguate the term, and also in cases where we don't yet know if a term should name a type or a value * The `CheckExpr()` operation is supposed to be used when we do not expect that we will apply coercion/disambiguation to a term, and need to have assurances that it has been coerced into a non-overloaded expression with a reasonable type The simple part of the fix made here is to make `CheckExpr()` actually do part of what it is suppsoed to (attempt to disambiguate overloaded terms), and then audit all the call sites to `CheckExpr()` to make sure they are actually ones that intend to opt into that logic. The messier part of the fix is dealing with generic argument inference, because we need to extract the type of the disambiguated expression for the purposes of inference, but we don't want to disturb the actual argument list at a call site (because type coercion of the arguments is supposed to handle the disambiguation). This part is done with a bit of special-casing in the overload-resolution context, by adding a method that gets the type or an argument after disambiguation (when possible). * fixup Co-authored-by: Yong He <yonghe@outlook.com>
2020-08-21Allow calling a generic function with an existential value (dynamic ↵Yong He
dispatch) (#1508) * Allow calling a generic function with an existential value (dynamic dispatch). * Fixes per review comments. * Clean up implementation by having `openExistential` return `ExtractExistentialType` instead of a DeclRef to the interface with a `ThisTypeSubstitution`. * More cleanups Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com> Co-authored-by: Yong He <yhe@nvidia.com>
2020-08-20Initial support for a using construct (#1506)Tim Foley
The basic idea is that if you have a namespace: namespace MyCoolNamespace { void f() { ... } ... } then you can bring the declarations from that namespace into scope with: using MyCoolNamespace; f(); The `using` construct is allowed in any scope where declarations are allowed. As an additional feature, the construct allows and then ignores the keyword `namespace` if it occurs right after `using`: using namespace MyCoolNamespace; Note that unlike in C++, `using` a namespace inside another namespace doesn't implicitly make the symbols available to clients of that namespace: namespace hidden { void secret() {...} ... } namespace api { using hidden; ... } api.secret(); // ERROR: `secret()` isn't a member of `api` The implementation of this feature was relatively simple, although it does leave out more advanced features that might be desirable in the future: * No support for `using MCN = MyCoolNamespace` sorts of tricks to define a short name * No support for `using` anything that isn't a namespace (e.g., to make the members of a type available without qualification) * No support for cases where multiple visible modules have a namespace of the same name (or dealing with overloaded namespaces in general)
2020-08-19Int64 atomic add RWByteAddressBuffer support (#1504)jsmall-nvidia
* Fix premake5.lua so it uses the new path needed for OpenCLDebugInfo100.h * Keep including the includes directory. * Added the spirv-tools-generated files. * We don't need to include the spirv/unified1 path because the files needed are actually in the spirv-tools-generated folder. * Put the build_info.h glslang generated files in external/glslang-generated. Alter premake5.lua to pick up that header. * First pass at documenting how to build glslang and spirv-tools. * Improved glsl/spir-v tools README.md * Added revision.h * Change how gResources is calculated. Update about revision.h * Update docs a little. * Split out spirv-tools into a separate project for building glslang. This was not necessary on linux, but *is* necessary on windows, because there is a file disassemble.cpp in spirv-tools and in glslang, and this leads to VS choosing only one. With the separate library, the problem is resolved. * Fix direct-spirv-emit output. * Update to latest version of spirv headers and spirv-tools. * Upgrade submodule version of glslang in external. * Add fPIC to build options of slang-spirv-tools * WIP adding support for InterlockedAddFp32 * Upgrade slang-binaries to have new glslang. * Fix issues with Windows slang-glslang binaries, via update of slang-binaries used. * WIP - atomicAdd. This solution can't work as we can't do (float*) in glsl. * WIP on atomic float ops. * Added checking for multiple decls that takes into account __target_intrinsic and __specialized_for_target. First pass impl of atomic add on float for glsl. * Split __atomicAdd so extensions are applied appropriately. * Made Dxc/Fxc support includes. Use HLSL prelude to pass the path to nvapi Added -nv-api-path * Refactor around IncludeHandler and impl of IncludeSystem * slang-include-handler -> slang-include-system Have IncludeHandler/Impl defined in slang-preprocessor * Small comment improvements. * Document atomic float add addition in target-compatibility.md. * CUDA float atomic support on RWByteAddressBuffer. * Add atomic-float-byte-address-buffer-cross.slang * Removed inappropriate-once.slang - the test is no longer valid when a file is loaded and has a unique identity by default. A test could be made, but would require an API call to create the file (so no unique id). Improved handling of loadFile - uses uniqueId if has one. * Work around for testing target overlaps - to avoid exceptions on adding targets. Simplify PathInfo setup. Modify single-target-intrinsic.slang - it no longer failed because there were no longer multiple definitions for the same target. * Int64 atomic add RwByteAddressBuffer support. * Fix typo in stdlib for int atomic ByteAddressBuffer. * Small fixes to int64 atomic test. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
2020-08-18Support initializing an existential value from a generic value. (#1503)Yong He
* Support initializing an existential value from a generic value. * Remove trailing spaces and clean up debugging code.
2020-08-18Support for float atomics on RWByteAddressBuffer (#1502)jsmall-nvidia
* Fix premake5.lua so it uses the new path needed for OpenCLDebugInfo100.h * Keep including the includes directory. * Added the spirv-tools-generated files. * We don't need to include the spirv/unified1 path because the files needed are actually in the spirv-tools-generated folder. * Put the build_info.h glslang generated files in external/glslang-generated. Alter premake5.lua to pick up that header. * First pass at documenting how to build glslang and spirv-tools. * Improved glsl/spir-v tools README.md * Added revision.h * Change how gResources is calculated. Update about revision.h * Update docs a little. * Split out spirv-tools into a separate project for building glslang. This was not necessary on linux, but *is* necessary on windows, because there is a file disassemble.cpp in spirv-tools and in glslang, and this leads to VS choosing only one. With the separate library, the problem is resolved. * Fix direct-spirv-emit output. * Update to latest version of spirv headers and spirv-tools. * Upgrade submodule version of glslang in external. * Add fPIC to build options of slang-spirv-tools * WIP adding support for InterlockedAddFp32 * Upgrade slang-binaries to have new glslang. * Fix issues with Windows slang-glslang binaries, via update of slang-binaries used. * WIP - atomicAdd. This solution can't work as we can't do (float*) in glsl. * WIP on atomic float ops. * Added checking for multiple decls that takes into account __target_intrinsic and __specialized_for_target. First pass impl of atomic add on float for glsl. * Split __atomicAdd so extensions are applied appropriately. * Made Dxc/Fxc support includes. Use HLSL prelude to pass the path to nvapi Added -nv-api-path * Refactor around IncludeHandler and impl of IncludeSystem * slang-include-handler -> slang-include-system Have IncludeHandler/Impl defined in slang-preprocessor * Small comment improvements. * Document atomic float add addition in target-compatibility.md. * CUDA float atomic support on RWByteAddressBuffer. * Add atomic-float-byte-address-buffer-cross.slang * Removed inappropriate-once.slang - the test is no longer valid when a file is loaded and has a unique identity by default. A test could be made, but would require an API call to create the file (so no unique id). Improved handling of loadFile - uses uniqueId if has one. * Work around for testing target overlaps - to avoid exceptions on adding targets. Simplify PathInfo setup. Modify single-target-intrinsic.slang - it no longer failed because there were no longer multiple definitions for the same target. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
2020-08-17Attempt to fix lookup for members that "override" (#1501)Tim Foley
Our current lookup process always finds *all* members of a type, which can include both an inherited member (e.g., from an `interface`) and one that logically overrides/implements it. If something downstream doesn't filter this result down and favor the derived member, then an ambiguity error will result. To date, this has mostly been a non-issue because we haven't emphasized inheritance, and the main case we did support (`struct` types implemented `interface` methods) gets disambiguated as part of overload resolution for function calls. Recent changes to support `property` declarations to `interface`s add the possibility for ambiguity between a "base" and "derived" declaration that can't rely on overload resolution for disambiguation. The approach in this PR is to add disambiguation logic to the other main place where the results of lookup get used. If a lookup result is being assigned to a variable, passed to a function, or otherwise used in a case where a value of a specific type is needed, it will be "coerced" to the desired type. This change makes it so that the first step in the coercion logic is to try to disambiguate the expression that is being coerced. In order to ensure that an overloaded expression can be detected and resolved even when just checking if coercion is possible, I needed to update the `canCoerce*()` functions to also take the expression that is being tested for coercibility, and not just its type. There is only one case (that I saw) where coercion checks were being made without an expression value available, and that case didn't actually need/want to handle overloading. In order to test the fixes here, I added logic to the `property`-in-`interface` test to make sure that the critical cases work as expected (references to a derived member using "dot syntax" and "implicit `this`" syntax). Alternatives Considered ----------------------- The first attempt at this fix took a simpler approach: I added the disambiguation logic as a post-process on member lookup. That is, given `obj.foo` I would take the `LookupResult` for `foo` and immediately try to filter it to include only the most-derived members. This approach has the major benefit of catching even more use cases of values (and thus helping to ensure that we don't spend forever chasing down more of these ambiguity errors), but it also has two critical problems: 1. If we only trigger disambiguation when looking up `obj.foo`, then we can't do anything to help when `foo` is looked up as an ordinary identifier, but is actually equivalent to `this.foo`. A full fix would require doing this disambiguation on *every* name lookup, which leads to the second issue: 2. It is important that for a method call like `obj.m(...)` we do *not* disambiguate when looking up `obj.m`, and instead let the overload resolution for the call resolve things. That choice is what makes it possible to call an inherited `m` declaration even when there is a derived `m` with a different signature. Issue (1) is covered by the test case that was added here, but we should probably have a test case for (2) to make sure we don't break that use case. Caveats ------- An important case that we don't solve in this PR is when the result of a lookup is captured in a variable without an explicit type: let f = obj.foo; That case also needs disambiguation, and should be addressed in a later change. A secondary issue is that our approach to prioritizing declarations during lookup is still quite naive. We really need a way for lookup to attach information about nesting of scopes to results (to be clear that results from inner scopes should be preferred over those from outer scopes), as well as have a robust mechanism for comparing the priority of members based on the inheritance graph of a type. This change doesn't do anything to make the situation better or worse.