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* Refactor render-test to make cross platform (#1053)jsmall-nvidia2019-09-13
| | | | | | | | | | | | | | | | * First pass of render-test refactor. * Make window construction a function that can choose an implementation. * Remove OpenGL as currently has windows dependency. * Disable Vulkan as Renderer impl has dependency on windows. * Pass Window in as parameter of 'update'. * Add win-window.cpp as was missing. * Fix warning on windows about signs during comparison.
* Use slang- prefix on slang compiler and core source (#973)jsmall-nvidia2019-05-31
| | | | | | | | | | | | * Prefixing source files in source/slang with slang- * Prefix source in source/slang with slang- prefix. * Rename core source files with slang- prefix. * Update project files. * Fix problems from automatic merge.
* String/List closer to conventions, and use Index type (#959)jsmall-nvidia2019-04-29
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * List made members m_ Tweaked types to closer match conventions. * Use asserts for checking conditions on List. Other small improvements. * List<T>.Count() -> getSize() * List<T> Add -> add First -> getFirst Last -> getLast RemoveLast -> removeLast ReleaseBuffer -> detachBuffer GetArrayView -> getArrayView * List<T>:: AddRange -> addRange Capacity -> getCapacity Insert -> insert InsertRange -> insertRange AddRange -> addRange RemoveRange -> removeRange RemoveAt -> removeAt Remove -> remove Reverse -> reverse FastRemove -> fastRemove FastRemoveAt -> fastRemoveAt Clear -> clear * List<T> FreeBuffer -> _deallocateBuffer Free -> clearAndDeallocate SwapWith -> swapWith * List<T> SetSize -> setSize Reserve -> reserve GrowToSize growToSize * UnsafeShrinkToSize -> unsafeShrinkToSize Compress -> compress FindLast -> findLastIndex FindLast -> findLastIndex Simplify Contains * List<T> Removed m_allocator (wasn't used) Swap -> swapElements Sort -> sort Contains -> contains ForEach -> forEach QuickSort -> quickSort InsertionSort -> insertionSort BinarySearch -> binarySearch Max -> calcMax Min -> calcMin * Initializer::Initialize -> initialize List<T>:: Allocate -> _allocate Init -> _init IndexOf -> indexOf * * Put #include <assert.h> in common.h, and remove unneeded inclusions * Small refactor of ArrayView - remove stride as not used * getSize -> getCount setSize -> setCount unsafeShrinkToSize->unsafeShrinkToCount growToSize -> growToCount m_size -> m_count * Some tidy up around Allocator. * Use Index type on List. * Refactor of IntSet. First tentative look at using Index. * Made Index an Int Did preliminary fixes. Made String use Index. * Partial refactor of String. * String::Buffer -> getBuffer ToWString -> toWString * Small improvements to String. String:: Buffer() -> getBuffer() Equals() -> equals * Try to use Index where appropriate. * Fix warnings on windows x86 builds.
* Adapter selection for Renderer (#923)jsmall-nvidia2019-03-25
| | | | | | | | | | | | | | | | | | * * Make adapter used selectable on the command line * Added 'adapter' to Renderer::Desc with dx11, dx12, vk honoring it * GL will check that the renderer matches, but cannot select a specific device * Share functionality on dx adapter selection in D3DUtil Note - that on tests that use OpenGL and the adapter doesn't match it will ignore the test (and display a message that the appropriate device couldn't be started) * Small function name improvement. * Variable rename to match type. * Fix typo in Dx12 device selection. * * Add checking if an adapter is warp * Improve some comments
* First pass support for half on vk (#912)jsmall-nvidia2019-03-18
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Look at getting half to work on vk. * Alter half test so can always produce consistent test results. * First pass working half on vk. * Improve comments for vulkan extensions around half. * Upgraded vulkan headers to v1.1.103 https://github.com/KhronosGroup/Vulkan-Headers * * Add getFeatures on Render interface * Vulkan renderer determines at startup if it can support half * Parse render-features on render-test * Small changes to half-calc.slang test. * Structured buffer half access works as expected for Vk, but isn't for dx12, so disable for now. * Require the half feature for renderers for the half-structured-buffer.slang test. * * Added ToolReturnCode to be more rigerous about how a return code is passed back from a tool * Added support for a tool being able to pass back an 'ignored' result. * Used enum codes to indicate meanings * Made spawnAndWait return a ToolReturnCode * Ignore tests that don't have required render-feature * Fix macro line continuation usage. * Check dx12 has half support. * Checking for half on dx12 - if CheckFeatureSupport fails, don't fail renderer initialization. * Fix typo.
* Hotfix/remove null this work around (#831)jsmall-nvidia2019-02-07
| | | | | | | | | | | * Re-enable warnings around null this. * Remove testing for nullptr in Substitution::Equals tests * Fix ref counting problem in vulkan render. * * Remove SLANG_ASSERT(this) in mthods * Place asserts conservatively at method call sites where appropriate.
* Remove memory and resource leaks (#754)jsmall-nvidia2018-12-13
| | | | | | | | | | * Remove circular reference to renderer on Vk & D3D12 DescriptorSetImpl * Refactor Stbi image loading such that memory is correctly freed when goes out of scope. Added Crt memory dump at termination. Reduced erroneous reporting by scoping TestContext. * Used capitalized acronym for STBImage to keep Tim happy.
* Keep resources in scope for Vk in DescriptorSet. (#726)jsmall-nvidia2018-11-20
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* Hotfix/fixing warnings (#636)jsmall-nvidia2018-09-17
| | | | | | | | | | | | | | | | | | | | * * Remove dispose from IRInst * Use MemoryArena instead of MemoryPool * Make all IRInst not require Dtor - by having ref counted array store ptrs that need freeing * Increase block size - typically compilation is 2Mb of IR space(!) * Fix issues around StringRepresentation::equal because null has special meaning. * Don't bother to construct as String to compare StringRepresentation, just used UnownedStringSlice. * Added fromLiteral support to UnownedStringSlice and use instead of strlen version. * Use more conventional way to test StringRepresentation against a String. * Fix gcc/clang template problem with cast. * Fix warnings.
* Add basic support for "Dear IMGUI" (#625)Tim Foley2018-08-06
| | | | | | | | | | | This isn't being made visible just yet, but it will allow us to have a simple UI for loading models into the model-viewer example. In order to support rendering with IMGUI I had to add the following to the `Renderer` layer: * viewports * scissor rects * blend support These are really only fully implemented for D3D11, but adding them to the other back-ends should be a reasonably small task.
* Major overhaul of Renderer abstraction, to support a new example (#624)Tim Foley2018-08-03
The original goal here was to bring up a second example program: `model-viewer`. While the existing `hello-world` example is enough to get somebody up to speed with the basics of the Slang API (as a drop-in replacement for `D3DCompile` or similar), it doesn't really show any of the big-picture stuff that Slang is meant to enable. There wasn't any use of D3D12/Vulkan descriptor tables/sets, and there wasn't any use of interfaces, generics, or `ParameterBlock`s in the shader code. The `model-viewer` example addresses these issues. Its shader code involves generics, interfaces, and multiple `ParameterBlock`s, and the host-side code demonstrates a few key things for working with Slang: * There is an application-level abstraction for parameter blocks, that combines the graphics-API descriptor set object with Slang type information * There is a shader cache layer used to look up an appropriate variant of a rendering effect by using parameter block types to "plug in" global type variables * There is a clear separation between the phases of compilation: a first phase that does semantic checking and enables reflection-based allocation of graphics API objects, followed by one or more code generation passes for specialized kernels. This example is certainly not perfect, and it will need to be revamped more going forward. In particular: * The output picture is ugly as sin. We need a plan for how to get this to load better content, perhaps even popping up an error message to note that the required input data isn't present in the basic repository. * The shader code is too simplistic. There isn't any real material variety, and the `IMaterial` abstraction is completely wrong. * The use of parameter blocks is facile because there are no resource parameters right now. Fixing that will likely expose issues around interfacing with Slang's reflection API. * The whole example exposes the issue that Slang's current APIs aren't really designed for the benefit of two-phase compilation (since our many client application has been stuck on one-phase compilation). * Global type parameters are actually a Bad Idea that we only did for compatibility with existing codebases. We should not be showing them off in an example of the Right Way to use Slang, but the language support for type parameters on entry points is still not complete. Of course, the majority of the changes here are *not* inside the example applications, and instead involve a major overhaul of the `Renderer` abstraction that is used for both tests and examples. The main thrust of the change is to make the abstraction layer be closer to the D3D12/Vulkan model than to a D3D11-style model. This is important for the `model-viewer` example, since it aspires to show how Slang can be incorporated into a renderer that targets a modern API. The most important bit is actually the use of descriptor sets and "pipeline layouts" a la Vulkan, since without these Slang's `ParameterBlock` abstraction won't make a lot of sense. Implementation of the abstraction for the various APIs has very much been on an as-needed basis. The current implementation is just enough for the two examples to work, plus enough to get all the tests to pass in both debug and release builds on Windows. A big missing feature in the API abstraction right now is memory lifetime management. The code had been trending toward something D3D11-like where a constant buffer could be mapped per-frame with the implementation doing behind-the-scenes allocation for targets like D3D12/Vulkan. I'd like to shift more toward a model of just exposing "transient" allocations that are only valid for one frame, because these are more representation of how an efficient renderer for next-generation APIs will work. That transition isn't actually complete, though, so there are problems with the existing examples where `hello-world` is actually scribbling into memory that the GPU might still be using, while `model-viewer` is doing full-on heavy-weight allocations on a per-frame basis with no real concern for the performance implications. All together, there are a lot of things here that need more work, but this branch has been way too long-lived already, and so I'd like to get this checked in as long as all the tests pass.