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2024-03-13Implement glsl atomic's [non image or memory scope] with optional ↵ArielG-NV
extension(s); resolves #3587 for GLSL & SPIR-V targets (#3755) The following commit implements atomic operations & types associated with OpenGL 4.6, GL_EXT_vulkan_glsl_relaxed, GLSL_EXT_shader_atomic_float, GLSL_EXT_shader_atomic_float2, for GLSL & SPIR-V targets. Fully implements all functions, and built-in type's, resolves https://github.com/shader-slang/slang/issues/3560 for GLSL & SPRI-V targets. [Atomic extensions for GLSL can be found here](https://github.com/KhronosGroup/GLSL/tree/main) Notes of worth: * atomic_uint is well defined in GLSL->OpenGL, although was removed in GLSL->VK unless a compiler extension is supported (GL_EXT_vulkan_glsl_relaxed). This support entails transforming all atomic_uint operations and references into a storage buffer. SPIR-V has AtomicCounter+AtomicStorage (atomic_uint parallel) but does not implement these capabilities for SPIR-V->VK in any scenario. Due to the case we transform atomic_uint ourselves (GLSL_Syntax->Slang_IR) to accommodate transforming atomic_uint into valid syntax. * GLSL_EXT_shader_atomic_float2 (all float16_t & some float/double operations) support is minimal and worth watching out for if enabling the tests.
2024-03-12gfx: return error when vulkan fails to create buffer/pipeline (#3741)skallweitNV
* return buffer creation errors in vulkan * return pipeline creation errors in vulkan --------- Co-authored-by: Yong He <yonghe@outlook.com>
2024-03-07set VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT for device local memory (#3698)skallweitNV
2024-02-28[SPIRV] Add NonSemanticDebugInfo for step-through debugging. (#3644)Yong He
* [SPIRV] Add NonSemanticDebugInfo for step-through debugging. * Fix. * Fix.
2024-02-27add support for shared resources on vulkan/linux (#3636)skallweitNV
2024-02-26switch to vkCreateMetalSurfaceEXT and create metal layer in swapchain (#3627)Simon Kallweit
* switch to vkCreateMetalSurfaceEXT and create metal layer in swapchain * fix window content size on macos --------- Co-authored-by: Yong He <yonghe@outlook.com>
2024-02-20derive approximate DX12 shader model in vulkan (#3596)skallweitNV
Co-authored-by: Yong He <yonghe@outlook.com>
2024-02-20Refactor compiler option representations. (#3598)Yong He
* 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.
2024-02-06gfx:Add callback to IPipelineCreationAPIDispatcher (#3556)kaizhangNV
* gfx:Add callback to IPipelineCreationAPIDispatcher Add the callback to IPipelineCreationAPIDispatcher in Vulkan backend in slang-gfx lib. * gfx:add uuid for vulkan pipeline dispatcher Add a define of SLANG_UUID_IVulkanPipelineCreationAPIDispatcher for Vulkan specific IPipelineCreationAPIDispatcher such that libgfx.so can have special handle to Vulkan pipeline dispatcher without break binary compatibility. In the RendererBase::initialize call, we will provide this new UUID when the DeviceType is Vulkan. * gfx: add new variable to GfxGUID Add new variable to GfxGUID IID_IVulkanPipelineCreationAPIDispatcher with initialization of SLANG_UUID_IVulkanPipelineCreationAPIDispatcher to make the implementation aligned with existing GfxGUID::IID_IPipelineCreationAPIDispatcher. --------- Co-authored-by: Yong He <yonghe@outlook.com>
2024-02-02Atomics+Wave ops intrinsics fixes. (#3542)Yong He
* Fix atomics intrinsics, increase kMaxDescriptorSets. * Add SPIRVASM to known non-differentiable insts. * Support fp16 wave ops when targeting glsl. * Fixes. * Fix vk validation errors. * Fix. * Add to allowed failures.
2024-02-02adding required extensions to gfx to enable basic vulkan printf ↵Nathan V. Morrical
functionality (#3541)
2023-12-18macos/vulkan support (#3418)skallweitNV
2023-11-01Parameter binding and gfx fixes. (#3302)Yong He
* Parameter binding and gfx fixes. * Add diagnostics on entry point parameters. * Fix. --------- Co-authored-by: Yong He <yhe@nvidia.com>
2023-10-25Fix warnings for gcc 12.3 (#3286)Ellie Hermaszewska
* Silence a few gcc out of bounds warnings * Search upwards from executable for prelude directory instead of assuming depth * comment wording * Check return values of read and write * Correct path to vulkan headers in gfx * Correct diagnostic on missing file in slang-embed * Do not use absolute path to libraries in test-context.cpp --------- Co-authored-by: Yong He <yonghe@outlook.com>
2023-10-19Add a tool to dump/replay compute pipeline creation from gfx. (#3275)Yong He
* Add a tool to dump/replay compute pipeline creation from gfx. * Fix x86 build. --------- Co-authored-by: Yong He <yhe@nvidia.com>
2023-10-05Check for extension support before enabling a feature (#3262)Ellie Hermaszewska
Co-authored-by: Yong He <yonghe@outlook.com>
2023-10-02More direct-SPIRV fixes. (#3257)Yong He
* More direct-SPIRV fixes. * Fix array-reg-to-mem. --------- Co-authored-by: Yong He <yhe@nvidia.com>
2023-09-18Use direct spirv in hello-world example. (#3207)Yong He
* Use direct spirv in hello-world example. * Use vulkan 1.1 * Use vulkan 1.2. * fix. * Fix test. --------- Co-authored-by: Yong He <yhe@nvidia.com>
2023-09-13Fix build with --enable-xlib=false (#3203)Ellie Hermaszewska
* Fix build with --enable-xlib=false * Correct brace location --------- Co-authored-by: Yong He <yonghe@outlook.com>
2023-09-11Add Mesh and Task shader support to GFX (#3190)Ellie Hermaszewska
* Bump vulkan headers Also just use vulkan-headers as a submodule * Add drawMeshTasks to gfx graphics pipelines * Add DispatchMesh overload with no payload, with GLSL intrinsic * Require spirv 1.4 for mesh shaders * Add vulkan mesh shader feature discovery * Add mesh shader stage bits to vk-util * Add mesh and task shader support to render-test * Add mesh and task tests * Preserve "payload" specifier in task shaders * Add mesh shader pipeline support to gfx * Add TODO * Add numThreads attribute for amplification stage * Add payload to task shader test * Drop dependency on d3dx12 * Allow passing payloads from task to mesh shaders * regenerate vs projects * check DispatchMesh name correctly * Add mesh shader tests to failing tests * Detect wave-ops feature on vulkan * Add fuse-product to expected failures This fails because the global varaible `count` is not initialized * Add required extension to WaveMaskMatch SPIR-V impl * Remove meshShader member from pipeline desc * Identify mesh shader support on d3d12
2023-09-05Fix HLSL SER Intrinsics. (#3183)Yong He
* Fix HLSL SER Intrinsics. * Fix GFX Vulkan shader creation bug. --------- Co-authored-by: Yong He <yhe@nvidia.com>
2023-09-06Add support for getting external semaphore handles (#3181)skallweitNV
* Add support for getting external semaphore handles * Fixes * Linux fix * Address reviewer comments --------- Co-authored-by: Yong He <yonghe@outlook.com>
2023-08-15SPIR-V WIP (#3064)Ellie Hermaszewska
* Add type layout for structured buffer * Default to generating spirv directly * vk test for compute simple * Add spirv-dis as a downstream compiler * Emit Array types in SPIR-V * makevector for spirv * Dump whole spirv module on validation failure * register array types todo, use emitTypeInst * Neater formatting for unhandled inst printing * break out emitCompositeConstruct * Correct array type generation * neaten * Allow getElement for vector * Remove unused * Allow predicating target intrinsics on types * Consider functions with intrinsics to have definitions We need to specialize these if they are predicated on types * Correct array type generation * makeArray for spir-v * replace getElement with getElementPtr for spirv * Correct translation of field access for spirv * Push layouts to types for spirv * Spirv intrinsics * operator now makes a pointer * Add structured buffer of struct test * Preserve type layout in spirv structured buffer legalization * neaten * makeVectorFromScalar for SPIRV * placeholder for layouts on param groups * More type safe spirv op construction * Know that constants and types only go in one section * Remove emitTypeInst * Add todo for spirv sampling * Add links to spirv documentation on emit functions * OpTypeImage support for SPIR-V * Add simpler texture test for spirv * s/spirv_direct/spirv/g * Allow several string literals in target_intrinsic * Handle global params without a var layour for SPIR-V For example groupshared vars * uint spirv asm type * Add todo for isDefinition It is currently too broad * Some atomic op spirv intrinsics * Strip ConstantBuffer wrappers for spirv * Add todo for matrix annotations * Do not associate decorations insts with spirv counterparts * Correct entry point parameter generation * Spelling * Assert that fieldAddress is returning a pointer * Add error for existential type layout getting to spir-v emit * Add IRTupleTypeLayout Unused so far * Allow getElementPtr to work with vectors * Correct target name in test * Hide default spirv direct behind a premake option --default-spirv-direct=true * Do not insert space at start of intrinsic def * Correct asm rendering in tests * remove redundant option * Emit directly from direct test * Add source language options for spirv-dis * Add comments to spirv dis * Add dead debug print for before spirv module * Correct asm rendering in tests * s/spirv_direct/spirv/g * Only specialize intrinsic functions with predicates * regenerate vs projects * squash warnings * squash warnings * remove duplication * Silence warnings from msvc * squash warnings * Overload for zero sized array * More msvc warnings * warnings * Add spirv-tools to path for tests * Do not be specific about dxc version for diag test * Normalize line endings from spirv-dis * Correct filecheck matches * Temporarily disable two spirv tests Failing on CI, undebuggable hang :/ * Do not emit storage class more than once for spirv snippet * Do not pass spir-v to spirv-dis by stdin * Do not get spirv-dis output via stream, use file * normalize file endings in spirv-dis output
2023-07-18nsight Aftermath crash example (#2984)jsmall-nvidia
* 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.
2023-05-19added D32_S8 format (#2885)kopaka1822
* added D32_S8 format * fixed isTypelessDepthFormat format for DXGI_FORMAT_R32G8X24_TYPELESS * added R32_FLOAT_X32_TYPELESS format to allow (depth component only) shader resource views for the D32_FLOAT_S8_UINT format. - unsure about the changed in the vk-util.cpp: No matching VK_Format? --------- Co-authored-by: Yong He <yonghe@outlook.com> Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
2023-05-11MVP for higher order functions (#2849)Ellie Hermaszewska
* MVP for higher order functions * Add shader subgroup partitioned glsl intrinsics * Implement parsing and checking for tuple types Currently there is no way to do anything useful with them from the source language however * neaten * Correct precedence of function type parsing * neaten * higher order function tests * function types of any arity * Inference for higher order functions * Add second test for unsynchronized params * regenerate vs projects * dx11 -> dx12 for saturated cooperations tests * Disable saturated cooperation tests on vulkan They fail on release builds in CI, not essential for the higher order function work however * remove saturated-cooperation tests * Remove unnecessary assert and clarify control flow in AddDeclRefOverloadCandidates * Add Tuple type name mangling * Use functype keyword to introduce function types * Add more inference tests for hof --------- Co-authored-by: Yong He <yonghe@outlook.com>
2023-05-02gfx: fix vulkan validation errors. (#2861)Yong He
* Fix VK validation errors when using vk1.2 features. * Fix vulkan validation errors. * Fix. --------- Co-authored-by: Yong He <yhe@nvidia.com>
2023-04-25Dictionary using lowerCamel (#2835)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * WIP lowerCamel Dictionary. * WIP more lowerCamel fixes for Dictionary. * Add/Remove/Clear * GetValue/Contains * Fix tabs in dictionary. Count -> getCount * Fix fields with caps. * Key -> key Value -> value Use m_ for members where appropriate. Use lowerCamel in linked list. * Some small fixes/improvements to Dictionary. * Kick CI.
2023-04-21Correct vulkan extension name for inline uniforms (#2822)Ellie Hermaszewska
Fixes https://github.com/shader-slang/slang/issues/2821
2023-04-04Preliminary support for realtime clock (#2772)jsmall-nvidia
* #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.
2023-02-11Comment call to vkCreateInstance with a potential pitfall (#2642)Ellie Hermaszewska
Although we could in principle write this explanatory message to stderr, that would entangle this call with the layer search above for what is probably a very unlikely possibility on any normal system.
2023-02-06GFX: make dispatch commands return error code. (#2625)Yong He
* GFX: make dispatch commands return error code. * Fix cuda. --------- Co-authored-by: Yong He <yhe@nvidia.com>
2023-01-20Add vulkan extensions to support DLSS (#2603)skallweitNV
2022-11-07Initial version of DeviceLimits implemented in d3d12, d3d11, vulkan and cuda ↵skallweitNV
(#2496)
2022-11-04Add AdapterLUID to identify GPU adapters (#2492)skallweitNV
* Add AdapterLUID to identify GPU adapters * Remove adapter option in render-test
2022-11-03Add gfxGetAdapters function (currently implemented for D3D12/Vulkan) (#2486)skallweitNV
* Add gfxGetAdapters function (currently implemented for D3D12/Vulkan) * Extend to handle DirectX11 and CUDA * Use blob to return adapter list and add AdapterList helper * Replace strncpy with memcpy Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
2022-10-13Make `optimalClearValue` optional in `ITextureResource::Desc` (#2450)Yong He
Co-authored-by: Yong He <yhe@nvidia.com>
2022-10-12Shader caching (#2432)lucy96chen
* 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
2022-10-05Various gfx fixes. (#2434)Yong He
2022-09-26Use d3d12/vk debug layer when gfx debug layer is enabled. (#2411)Yong He
* Use d3d12/vk debug layer when gfx debug layer is enabled. * Fix. Co-authored-by: Yong He <yhe@nvidia.com>
2022-09-22GFX: improve d3d12 performance. (#2408)Yong He
2022-08-25Fix for Vulkan ray tracing test using a non-zero raygen shader index (#2380)lucy96chen
* Fixed math errors in SBT creation causing a ray tracing test to fail with a fully zero output when given a non-zero raygen shader index * Removed unnecessary code * raygen memcpy now copies the 32 bytes from srcHandle and zeroes out the remaining 32 bytes due to 64 byte alignment
2022-08-20Call `gfx` in slang program. (#2370)Yong He
2022-08-16Add gfx interface definition in Slang. (#2364)Yong He
* Add gfx interface definition in Slang. - add gfx interface definitons in Slang. - fix slang compiler to correctly type-check `out` interface argument. - modify gfx interface to be fully COM compatible - add convenient ShaderProgram creation methods to gfx. * Fix compile errors and warnings. * Update project files * Fix cuda. * Properly implement queryInterface in command encoder impls. Co-authored-by: Yong He <yhe@nvidia.com>
2022-08-10Artifact and ICastable (#2351)jsmall-nvidia
* #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.
2022-07-12Fixed incorrectly scoped variable causing crashes on certain linux ↵Sai Praveen Bangaru
toolchains (#2319)
2022-06-21Added a second set of shaders to the ray tracing test and added another test ↵lucy96chen
that uses these shaders; Fixed a bug in Vulkan's RayTracingCommandEncoder::dispatchRays() where the supplied raygen shader index wasn't being used (#2290)
2022-06-01Vulkan validation error fixes (#2254)lucy96chen
* Fixed Vulkan validation errors for incorrect layer counts and view types in Debug * Removed old (and empty) render-vk files; Ran premake.bat
2022-05-26Split render-vk.h/.cpp into a set of smaller files (#2244)lucy96chen
* Some preliminary work on splitting render-vk * render-vk split, tests currently crash on null reference * fixed circular include
2022-05-05Various vulkan/glsl fixes. (#2222)Yong He
* Various vulkan/glsl fixes. * Fix. * Fix. * Canonicalize type constraints for name mangling. Co-authored-by: Yong He <yhe@nvidia.com> Co-authored-by: Theresa Foley <10618364+tangent-vector@users.noreply.github.com>