| Age | Commit message (Collapse) | Author |
|
The underlying problem here requires that we have an object-like macro with an expansion that starts with a non-identifier token:
```
```
Then we need a function-like macro that uses a token paste in a way that can expand to that object-like macro:
```
```
Finally, for the specific case a user ran into, we need to invoke that function-like macro in the context of a preprocessor conditional expression:
```
// ...
#error "unimplemented"
```
The way a problem manifest is that the preprocessor logic that handles conditional expressions tries to "peek" one token ahead and see what is coming, and while the peeking logic handles macro expansion it does *not* handle token pasting right now. That means that the peek operation sees `MY_FEATURE` and assumes that it is seeing an identifier in a preprocessor conditional that doesn't have a macro expansion. The logic then goes on to read the token, but what it gets back is *not* an identifier, and is instead the numeric literal token `1`, because the reading logic handles token pasting.
The quick fix I applied here is to make the logic that deals with preprocessor conditionals go ahead and automatically consume a token from the input, and then decide what to do based on that token, so that it always makes use of the reading logic that handles token pasting.
The lingering problem is that we still have cases in the preprocessor that use the peeking logic which doesn't handle pasting, and we might find that those cases have reason to want the same kind of expansion behavior we needed here. A more systematic fix would be to have the peeking logic automatically handle token pasting as well as macro expansion, but doing so would be a more complicated change because detecting the `##` when peeking ahead requires two tokens of lookahead, and our current implementation only assumes we can support one.
Co-authored-by: Yong He <yonghe@outlook.com>
|
|
This operation was added along with the `SV_Barycentrics` system-value input, and allows for a `nointerpolation` varying input to a fragment shader to be fetched at a specific vertex index within the primitive that is causing the fragment shader to be invoked.
This change adds support for the new operations in the standard library, and also includes a test case to make sure that we emit it correctly when producing HLSL/DXIL.
This change also includes a small bug fix to our emission logic for function parameters so that we properly emit layout-related attributes for varying parameters declared directly on an entry point.
(Note that most attribute end up being declared in `struct` types in existing HLSL shaders, and our IR passes produce only global variables for attributes on GLSL; the only case this affects is inidividual scalar/vector attributes declared declared as entry-point parameters, when outputting HLSL)
Note that this change only adds support for the new function on the HLSL/DXIL path, and doesn't yet add any cross-compilation support for GLSL/SPIR-V. The reason for this is that the equivalent GLSL feature(s) appear to use a different model to the HLSL version, and we need to invent a suitable approach to align them to make portable code possible.
|
|
* #include an absolute path didn't work - because paths were taken to always be relative.
* WIP extracting source documentation.
* WIP doc extraction.
* More stuff around doc markup extraction.
* More WIP around doc extraction.
* Fix some indexing issues.
* Initial doc extraction working.
* Renaming of types in markup extraction process.
* Extracting markup content.
Removing indenting.
Other fixes and improvements around document tools.
* WIP support for documentation system.
* Remove some commented out sections.
* Remove some comments that no longer apply.
* Improvements around SourceFile - such that more granularity around line ops.
Made some functionality explicitly work without source.
Improved Doc types nameing.
|
|
The `AdvanceIfMatch()` method was introduced to the parser as a way to avoid infinite loops when parsing nested list structures (e.g., `()`-enclosed parameter lists). The basic idea is that it tries to detect if we have scanned "too far" looking for a closing token, and reports a match to whatever logic was doing the looping to break the statemate.
Unfortunately, the `TryRecoverBefore` logic was changed at some point so that it doesn't necessarily advance any tokens at all, because we generally don't want to skip over a `}` while searching for a `)`. As a result, we could still end up in an infinite loop where we didn't consume any additional tokens as part of recovery, but wouldn't bail out of the search for a match.
This change tries to introduce a slightly more systematic setup where `AdvanceIfMatch` is now parameterized on a type of matched token pair (not just the closing token), and each such matched token pair introduces a list of tokens where if we see them as our lookahead we should bail out (e.g., when looking for a `)` we should give up the search upon seeing a `}`).
After installing that fix I found that my simple test case still gave a surprising error because when mistakenly parsing a function body the parser would look for a `{` and then a `}` to close the body. The search for a closing `}` could accidentally consume a `}` meant for an outer scope, and lead to a cascading failure. I madea quick fix to the parsing of block statements so that we don't look for a closing `}` if we never had an opening `{`, but that isn't really a systematic solution like we truly need.
For now, these fixes will avoid the infinite-loop case, and should give a better diagnostic in the case a user ran into, but we need to take time to do some more top-down work on the parser sooner or later.
|
|
Both D3D "rasterizer ordered views" (ROVs) and GLSL "fragment shader interlock" (FSI) are aimed at the same basic use case: they allow for fragment shaders to contain operations that require mutual exclusion and/or deterinistics ordering between fragment shader invocations that affect the same framebuffer coordinates. The language-level exposure of the features varies greatly between the two API families, though:
* ROVs define an implicit ordering and mutual exclusion constraint: certain resoure parameters are marked as `RasterizerOrdered`, and reads/writes to these resources must be sequences *as if* fragment-shader invocations ran in sequential order for each pixel.
* FSI defines paired begin/end functions that mark a critical section of code. All memory operations in the critical section must be sequences *as if* fragment-shader invocations ran in sequential order for each pixel. In order to make this model tractable, only a single critical section is allowed per fragment shader, and the begin/end must appear at the top level of the shader entry point function (not under control flow or after a possible conditional `return`.
The simplest way for Slang to support portable programs that run across both API families is to insist that code that cares about these ordering guarantees must use *both* mechanisms, and then each of them will only affect the API that cares about it.
Slang already supports ROV resource types, and already lowers them to plain textures for GLSL/SPIR-V.
This change adds the missing feature of a begin/end function pair for FSI, which will map to empty functions on non-GLSL targets.
|
|
* #include an absolute path didn't work - because paths were taken to always be relative.
* WIP: First pass in supporting output of line error information.
* Add support for lexing to better be able to indicate SourceLocation information.
* Fix lexer usage in DiagnosticSink in C++ extractor.
* Update diagnostics tests to have line location info.
* Fixed test expected output that now have source location information in them.
* Better handling of tab.
* Fix test expected results for tabbing change.
* DiagnosticLexer -> DiagnosticSink::SourceLocationLexer
Added line continuation tests.
* Fix typo.
* Added String::appendRepeatedChar
* Change to rerun tests.
* Added source locations to IR dumping.
* Output column for IR dump source loc.
* Add support for closing brace location to AST.
Use closing brace location in lowering when adding return void.
* Set the source location through SourceLoc - simplifies identifying if current loc is valid.
* Copy terminator sloc.
* Test for improved #line handling.
* Made writer the last parameter for dumpIR.
Small improvements to comments.
* Disable sloc output on dump IR by default.
* Fix issue with #line and inlining.
* Fix for output with improved #line output.
* Small comment change - mainly to kick off TC build.
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
|
|
* Add `SampleGrad` overload for lod clamp.
* Fix gfx to run the test on vulkan.
* Whitespace change to trigger CI build
* remove presentFrame call in render-test
Co-authored-by: Yong He <yhe@nvidia.com>
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
|
|
* Support `bit_cast` between complex types.
* Fix vs project file
* Fix clang build error
* fix
* fix
* Fix
* FIx
* Fix
* Fix
* Fix
* Fix
* Fix linux compile error
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
|
|
* #include an absolute path didn't work - because paths were taken to always be relative.
* WIP: First pass in supporting output of line error information.
* Add support for lexing to better be able to indicate SourceLocation information.
* Fix lexer usage in DiagnosticSink in C++ extractor.
* Update diagnostics tests to have line location info.
* Fixed test expected output that now have source location information in them.
* Better handling of tab.
* Fix test expected results for tabbing change.
* DiagnosticLexer -> DiagnosticSink::SourceLocationLexer
Added line continuation tests.
* Fix typo.
* Added String::appendRepeatedChar
* Change to rerun tests.
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
|
|
* #include an absolute path didn't work - because paths were taken to always be relative.
* Copy source loc information when inlining.
|
|
The basic feature here is the ability to use the `&` operator to produce the conjunction/intersection of two interfaces. That is, you can have interfaces:
interface IFirst { int getFirst(); }
interface ISecond { int getSecoond(); }
and if you need a generic function where the type parameter `T` must conform to *both* of these interfaces, you express that by constraining the parameter to the intersection of the interfaces:
void someFunction<T : IFirst & ISecond>(T value) { ... }
Without this feature, the main alternative an application would have is to define an intermediate interface, like:
interface IBoth : IFirst, ISecond {}
Forcing users to deal with an intermediate interface creates more work for type authors (they need to remember to inherit from the right combined interface(s)), or for `extension` authors (when you add `ISecond` to a type that used to just support `IFirst`, you had better also add `IBoth`). In the worst case, a family of N related "leaf" interfaces would give rise to an exponential number of intermediate interfaces to represnt the possible combinations.
A conjunction like `IFirst & ISecond` is officially its own type, and can be used to declare a type alias:
typealias IBoth = IFirst & ISecond;
This change only includes the first pass of work on this feature, so there are several caveats to be aware of:
* Using a conjunction as part of an inheritance clause is not yet supported (e.g., `struct X : IFirst & ISecond`). This is true even if the conjunction was introduced by an intermediate `typealias`
* The `&` syntax introduced here is only parsed in places where only a type (not an expression) is possible. This means you cannot do things like cast to a conjunction with `(IFirst & ISecond)(someValue)`.
* This work *should* apply to conjunctions of more than two interfaces (like `IA & IB & IC`) but that has not yet been tested
* In the long run it may be sensible to allow conjunctions that use concrete types, but we really ought to have the semantic checking logic rule that out for now.
* During testing, I encountered compiler crashes when trying to use this feature together with `property` declarations. Further investigation and debugging is called for.
* The handling of conjunction types is currently incomplete, in that there are many equivalences the compiler does not yet understand. For example, it is clear that `IA & IB` is equivalent to `IB & IA`, but the compiler currently does not understand this and will treat them as different types. A deeper implementation approach is called for.
* Conjunctions are currently only supported for generic type parameter constraints, when performing full specialization. Use of conjunctions for existential-type value parameters or with dynamic dispatch is not yet supported.
|
|
* #include an absolute path didn't work - because paths were taken to always be relative.
* WIP diagnostics for line number output.
* Small param naming change
* Use x macro for pass through compile human name lookup/getting.
* WIP on parsing downstream compiler output.
* Split out parsing into ParseDiagnosticUtil.
Added test result of single line.
* Dump out the std output on fail to parse diagnostics.
* Change test type for syntax-error-intrinsic.slang be TEST not TEST_DIAGNOSTIC
* Use Index for StringUtil.
* WIP: First pass support for parsing Slang diagnostics.
* WIP Testing comparing with ParseDiagnosticUtil with previous ad-hoc mechanism.
* Use the new parsing mechanism for diagnostic comparisons.
* Fix layout on GLSL, doesn't have CR so runs into main.
* Split out switch on outputting intrinsic 'specials'.
Output code around intrinsic as emit - so that we get the appropriate indenting (and potentially other benefits).
* Improvements to diagnostics parsing.
Better error handling, and fallback handling.
Added ability to parse downstream compilers without a prefix.
Added ability to parse Slang with a prefix.
* DownstreamDiagnostic::Type -> Severity and related fixes.
* Small fixes around moving from DownstreamDiagnostic::Type -> Severity
* Fix handling of 'special intrinsic' expansion
* Split out the handling of intrinsic expansion into it's own type and files.
* Fixes to reading expected output - for SimpleLine test.
* Test using += to check #line output.
* A test around += and return.
* Small comment fixes.
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
|
|
|
|
* #include an absolute path didn't work - because paths were taken to always be relative.
* WIP diagnostics for line number output.
* Small param naming change
* Use x macro for pass through compile human name lookup/getting.
* WIP on parsing downstream compiler output.
* Split out parsing into ParseDiagnosticUtil.
Added test result of single line.
* Dump out the std output on fail to parse diagnostics.
* Change test type for syntax-error-intrinsic.slang be TEST not TEST_DIAGNOSTIC
|
|
The problem would manifest for any code that declared a DXR 1.1 `RayQuery` value, but then only used it as one location in their code.
The most common way for this to arise in user code was declaring a `RayQuery` and then handing it off to a helper/worker subroutine.
RayQuery<0> myRayQuery;
helperRoutine(myRayQuery, ...);
The root cause was in the emit logic, where the initialization of `myRayQuery` above (a `defaultConstruct` operation in our IR) was getting folded into its (only) use site.
This folding makes some sense, because the initialization of a ray query is not an operation with side effects, but doesn't work in practice because our way of handling default construction in HLSL output is by using a variable declaration.
The simple fix here is to ensure that `defaultConstruct` instructions never get folded into use sites.
If we decide to revisit the logic here, it might be possible to separate out the case where a `defaultConstruct` is being used as a stand-alone instruction, where we can emit it as:
RayQuery<0> myRayQuery;
versus cases where the `defaultConstruct` is being used as a sub-expression, such as:
helperRoutine(RayQuery<0>(), ...);
Whether or not we can emit the latter form (or if it would be equivalent) depends on details of how constructors like this are being implemented in dxc.
For now it seems safest to emit things in a form that is obviously expected to work.
Aside: Historically, the HLSL language has had no notion of "constructors" as being a thing.
A variable that is declared but not initialized in HLSL has always been left uninitialized, since the first version of the language.
The `RayQuery` type in DXR 1.1 is the first example of a type that appears to have a C++-style "default constructor," although HLSL as implemented by dxc still does not expose constructors as a user-visible or documented feature.
(There is the small detail that the DXR 1.0 `HitGroup` type also relied on C++ constructor syntax, but I'm not aware of anybody using that feature right now, so it is mostly a curiosity.)
|
|
* #include an absolute path didn't work - because paths were taken to always be relative.
* Work around for issue with obfuscation (and lack of name hints) leading to names in output not being correctly uniquified.
* Improve appendChar
Remove unrequired memory juggling to scrub names.
* Remove test code.
* Small fixes in comments and method called.
* Remove linkage decoration on functions that are specialized.
* Obfuscation naming with specialization test.
* Fix instruction deletion.
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
|
|
* Fix existential specialization of mutable buffer loads.
* fix
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
* Update glslang to 11.1.0
This change pulls new versions of glslang, spirv-headers, and spirv-tools as submodules, and makes the necessary changes to other files in the repository to get it all building (at least on Windows).
This change also enables building of glslang from source by default, so that we can easily generate new binaries for inclusion in the `slang-binaries` repository.
* fixup: missing file
|
|
This change converts a large number of our existing tests to use the `ShaderObject` support that was added to the `gfx` layer.
In many cases, tests were just updated to pass `-shaderobj` and the result Just Worked.
In other cases, a `name` attribute had to be added to one or more `TEST_INPUT` lines.
For tests that did not work with shader objects "out of the box," I spent a little bit of time trying to get them work, but fell back to letting those tests run in the older mode.
Future changes to the infrastructure will be needed to get those additional tests working in the new path.
Along with the changes to test files, the following implementation changes were made to get additional tests working:
* Because the shader object mode uses explicit register bindings (from reflection), the hacky logic that was offseting `u` registers for D3D12 based on the number of render targets gets disabled (by another hack).
* The "flat" reflection information coming from Slang was not correctly reporting "binding ranges" for things that consumed only uniform data (which would be everything on CUDA/CPU), so it was refactored to properly include binding ranges for anything where the type of the field/variable implied a binding range should be created (even if the `LayoutResourceKind` was `::Uniform`).
* A few fixes were made to the CUDA implementation of `Renderer`, in order to get additional tests up and running. Most of these changes had to do with texture bindings, which hadn't really been tested previously.
In addition, a few changes were made that were attempts at getting more tests working, but didn't actually help. These could be dropped if requested:
* As a quality-of-life feature (not being used) the `object` style of `TEST_INPUT` line is upgraded to support inferring the type to use from the type of the input being set.
* Any `object` shader input lines get ignored in non-shader-object mode.
|
|
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.
|
|
* 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
|
|
* 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
|
|
* Implements CUDA renderer in gfx.
* Revert unnecessary change.
* Revert unnecessary changes.
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
|
|
* #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
|
|
* Move ShaderObject to be under renderer interface.
* Make `create*PipelineState` take `const PipelineStateDesc&`.
* Move ShaderCursor implementation to a cpp file
|
|
* "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
|
|
* 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>
|
|
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.
|
|
|
|
|
|
* Make witness and RTTI handles lower to `uint2`.
And enable some dynamic dispatch tests on D3D/VK.
* Bug fixes.
|
|
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>
|
|
* 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
|
|
* #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.
|
|
* #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>
|
|
* Specialize witness table lookups.
* Remove generated files from vcxproj
* Fix call to generic interface methods.
|
|
|
|
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.
|
|
* #include an absolute path didn't work - because paths were taken to always be relative.
* Slang repro test that reloads and runs compiled code.
|
|
|
|
* #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
|
|
|
|
* Specialize exsitentials parameters in struct fields.
* Cleanup.
* Handle partial existential parameter type specialization.
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
* Specialize exsitentials parameters in struct fields.
* Cleanup.
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
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.
|
|
* Enable all dynamic dispatch tests on CUDA.
* Fix expected cross-compile test results.
|
|
* Front-load cuda module loading to fill in RTTI pointers.
* Enable dynamic dispatch codegen for CUDA.
|
|
* Support shader parameters that are an array of existential type.
* Rename to getFirstNonExistentialValueCategory
Co-authored-by: Yong He <yhe@nvidia.com>
|
|
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.
|
|
* Allow existential types in `StructuredBuffer` element type.
* Handle StructuredBuffer.Load/.Consume methods
* Clean up unnecessary changes
* Code cleanup
* Update test comment
|