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* Add slang-test check for D3D11 double support (#6761)aidanfnv2025-04-12
| | | | | | | | Fixes #6171 This commit adds logic for reporting double support to the d3d11 backend, for running tests on GPUs that do not support D3D11_FEATURE_DOUBLES, and add checks for that support to tests that require the feature.
* Move switch statement bodies to their own lines (#5493)Ellie Hermaszewska2024-11-05
| | | | | | | | | * Move switch statement bodies to their own lines * format --------- Co-authored-by: Yong He <yonghe@outlook.com>
* formatEllie Hermaszewska2024-10-29
| | | | | | | * format * Minor test fixes * enable checking cpp format in ci
* [SPIRV] Add NonSemanticDebugInfo for step-through debugging. (#3644)Yong He2024-02-28
| | | | | | | * [SPIRV] Add NonSemanticDebugInfo for step-through debugging. * Fix. * Fix.
* Refactor compiler option representations. (#3598)Yong He2024-02-20
| | | | | | | | | | | | | | | | | | | | | | | | | | | * Refactor compiler option representation. * Fix binary compatibility. * Add a test for specifying compiler options at link time. * Fix binary compatibility. * Fix binary compatibility. * Fix backward compatibility on matrix layout. * Fix. * Fix. * Fix. * Fix gfx. * Fix gfx. * Fix dynamic dispatch. * Polish.
* nsight Aftermath crash example (#2984)jsmall-nvidia2023-07-18
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Small fixes and improvements around reflection tool. * Make PrettyWriter printing a class. * Aftermath crash demo WIP. * Enable aftermath in test project. * Setting failCount. * Dumping out of source maps. * Improve comments. Simplify handling of compile products. * Other small fixes to aftermath example. * Added Emit SourceLocType. Track sourcemap association meaning. Improved documentation. * Small improvements. * Capture debug information for D3D11/D3D12/Vulkan. * Enable debug info. * Small improvements. * Improve aftermath example README.md.
* vkd3d and dxvk integration (#2823)Ellie Hermaszewska2023-04-29
| | | | | | | | | | | | | | | | | | | | | | | | | * Add d3d sources for linux builds * Return NOT_IMPLEMENTED for shared handle support on Linux * Enable DirectX api on Linux * Do not report DX11 support without FXC * Initial version of SynchAPI emulation * Neaten dx library name handling * Neaten and use posix-synchapi * Add premake option for DirectX on Vulkan * s/SLANG_ENABLE_VKD3D_PROTON/SLANG_ENABLE_VKD3D * Skip failing tests on vkd3d * Regenerate vs projects * Silence unused var warning
* Changes for vkd3d proton (#2813)Ellie Hermaszewska2023-04-20
| | | | | | | | | | | | | | | | | | | | | | | | * Add some caches to .gitignore * Remove appendWideChars Use String::toWString instead * s/Sleep/sleepCurrentThread * formatting * Expand set of shared libraries which have buggy dlclose Work around https://github.com/microsoft/DirectXShaderCompiler/issues/5119 and https://github.com/doitsujin/dxvk/issues/3330 libdxcompiler.so invokes UB on dlclose, the dxvk libs break GDB when closed * Add assert for specialization failure on DX11 As a band aid for https://github.com/shader-slang/slang/issues/2805 * More fine grained selection of directx features
* Some small fixes with Windows/DX usage (#2797)Ellie Hermaszewska2023-04-14
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Correct case of windows.h includes * Use Slang::SharedLibrary to load directx dlls * s/max/std::max/ * Factor common OS code in calcHasApi * Add DXIL test for compute/simple * s/false/FALSE for calls to WinAPI functions * Factor common OS code in gfxGetAdapters * 2 missing headers d3d12sdklayers for ID3DDebug climits for UINT_MAX * Define out unused function on Linux * Only try to load Vulkan and CUDA on Windows or Linux * simplify D3DUtil::getDxgiModule * Remove WIN32_LEAN_AND_MEAN &co from source files Add a global define * Set WIN32_LEAN_AND_MEAN &friends in headers Restore previous state also * regenerate vs projects
* Preliminary support for realtime clock (#2772)jsmall-nvidia2023-04-04
| | | | | | | | | | * #include an absolute path didn't work - because paths were taken to always be relative. * Initial support for realtime clock. * Add realtime-clock render feature where seems appropriate. * Fixes to make NVAPI compile properly. Change realtime-clock.slang check to use maths that can't overflow.
* Overhaul global inst deduplication and cpp/cuda backend. (#2654)Yong He2023-02-16
| | | | | | | | | * Overhaul global inst deduplication and cpp/cuda backend. * Update IR documentation. --------- Co-authored-by: Yong He <yhe@nvidia.com>
* Initial version of DeviceLimits implemented in d3d12, d3d11, vulkan and cuda ↵skallweitNV2022-11-07
| | | | (#2496)
* Add AdapterLUID to identify GPU adapters (#2492)skallweitNV2022-11-04
| | | | | * Add AdapterLUID to identify GPU adapters * Remove adapter option in render-test
* Make `optimalClearValue` optional in `ITextureResource::Desc` (#2450)Yong He2022-10-13
| | | Co-authored-by: Yong He <yhe@nvidia.com>
* Shader caching (#2432)lucy96chen2022-10-12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Changed all getEntryPointCode calls to use RendererBase::getEntryPointCodeFromShaderCache * Hashing hooked up, tests pass but need to add more to fully test functionality * checkpoint * Checkpoint: File system creation seems functional, saving is broken * checkpoint: Fixed filename generation from MD5 hash, shader blob might be going missing ahead of pipeline state creation * Fixed a lot of bugs related to hash code generation, shader cache is likely working but needs further testing * Added workaround for module loading by re-creating the test device, shader cache test functional * Vulkan shader caching bug fixed, checkpoint commit before more refinement * pre-ToT merge checkpoint * checkpoint commit, improving cache keys * Significantly expanded items included in the dependency hash for Module; Added dependency hash functions to SpecializedComponentType and RenamedEntryPointComponentType * Temporarily disable shader cache test * Mid cleanup changes, solution successfully builds * Added several helper update functions to slang-md5 to help simplify usage; Added a function under ISession to compute a hash for all linkage-related items; Function renames and cleaned up some comments * Ran premake.bat; Renamed getASTBasedHashCode to computeASTBasedHash * Added slang unit tests for Checksum and MD5; Extended gfx shader cache test to test with multiple shader files and one shader file with multiple entry points * Solution builds and shader cache tests pass, but at least a couple other tests now failing * ran premake.bat * More cleanup changes * Added shaderCachePath field to IDevice desc in gfx.slang, gfx-smoke.slang should be functional * ran premake * cleanup changes; Adding test printf to getEntryPointCodeFromShaderCache to see if output can be seen in CI * Removed debugging printfs; Added handling for getEntryPointCode() failing * Cleanup changes; Jonathan's fixes to SerialWriter to zero initialize otherwise uninitialized memory; Change to SwizzleExpr creation to zero initialize elementCount * Changed enable_if_t to enable_if * Fixed enable_if * Added test for import vs include and changes to included and imported files; Fixed build errors in CUDA; Renamed shader cache statistics fields * cleanup changes * Readd removed file * Restructured computeDependencyBasedHash calls, added computeDependencyBasedHashImpl to all classes dervied from ComponentType * Applied same restructuring to the AST hash functions * Cleanup changes; Moved HashBuilder out to slang-digest.h and added some helper functions to streamline the process of adding items to a hash * Cleanup; Fixed incorrect expected results for shader import and include test
* Artifact and ICastable (#2351)jsmall-nvidia2022-08-10
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * #include an absolute path didn't work - because paths were taken to always be relative. * WIP with hierarchical enums. * Some small fixes and improvements around artifact desc related types. * Improvements around hierarchical enum. * Fixes to get Artifact types refactor to be able to execute tests. * Attempt to better categorize PTX. * Work around for potentially unused function warning. * Typo fix. * Simplify Artifact header. * Small improvements around Artifact kind/payload/style. * Added IDestroyable/ICastable * Add IArtifactList. * First impl of IArtifactUtil. * Use the ICastable interface for IArtifactRepresentation. * Added IArtifactRepresentation & IArtifactAssociated. * Add SLANG_OVERRIDE to avoid gcc/clang warning. * Fix calling convention issue on win32. * Fix missing SLANG_OVERRIDE. * First attempt at file abstraction around Artifact. * Added creation of lock file. * Move functionality for determining file paths to the IArtifactUtil. Add casting to ICastable. * Added some casting/finding mechanisms. * Simplify IArtifact interface, and use Items for file reps. * Fix problem with libraries on DXIL. * Split out ArtifactRepresentation. * Move ArtifactDesc functionality to ArtifactDescUtil. ArtifactInfoUtil becomes ArtifactDescUtil. * Split implementations from the interfaces for Artifact. * Use TypeTextUtil for target name outputting. * Add artifact impls. * Add ICastableList * Added UnknownCastableAdapter * Make ISlangSharedLibrary derive from ICastable, and remain backwards compatible with slang-llvm. * Refactor Representation on Artifact. * Make our ISlangBlobs also derive from ICastable. Make ISlangBlob atomic ref counted. * Fix typo.
* Split render-d3d11.cpp into smaller files (#2307)lucy96chen2022-06-30
* render-d3d11 split, does not compile * Compiles but unit tests failing * ran premake.bat * Readded constructor code that was accidentally removed