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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.
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* return buffer creation errors in vulkan
* return pipeline creation errors in vulkan
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Co-authored-by: Yong He <yonghe@outlook.com>
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* [SPIRV] Add NonSemanticDebugInfo for step-through debugging.
* Fix.
* Fix.
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* switch to vkCreateMetalSurfaceEXT and create metal layer in swapchain
* fix window content size on macos
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Co-authored-by: Yong He <yonghe@outlook.com>
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Co-authored-by: Yong He <yonghe@outlook.com>
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* 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.
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* 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.
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Co-authored-by: Yong He <yonghe@outlook.com>
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* 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.
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functionality (#3541)
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* Parameter binding and gfx fixes.
* Add diagnostics on entry point parameters.
* Fix.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* 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
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Co-authored-by: Yong He <yonghe@outlook.com>
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* Add a tool to dump/replay compute pipeline creation from gfx.
* Fix x86 build.
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Co-authored-by: Yong He <yhe@nvidia.com>
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Co-authored-by: Yong He <yonghe@outlook.com>
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* More direct-SPIRV fixes.
* Fix array-reg-to-mem.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Use direct spirv in hello-world example.
* Use vulkan 1.1
* Use vulkan 1.2.
* fix.
* Fix test.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Fix build with --enable-xlib=false
* Correct brace location
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Co-authored-by: Yong He <yonghe@outlook.com>
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* 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
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* Fix HLSL SER Intrinsics.
* Fix GFX Vulkan shader creation bug.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Add support for getting external semaphore handles
* Fixes
* Linux fix
* Address reviewer comments
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Co-authored-by: Yong He <yonghe@outlook.com>
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* 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
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* 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.
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* 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?
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Co-authored-by: Yong He <yonghe@outlook.com>
Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
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* 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
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Co-authored-by: Yong He <yonghe@outlook.com>
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* Fix VK validation errors when using vk1.2 features.
* Fix vulkan validation errors.
* Fix.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* #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.
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Fixes https://github.com/shader-slang/slang/issues/2821
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* #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.
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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.
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* GFX: make dispatch commands return error code.
* Fix cuda.
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Co-authored-by: Yong He <yhe@nvidia.com>
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(#2496)
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* Add AdapterLUID to identify GPU adapters
* Remove adapter option in render-test
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* 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>
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Co-authored-by: Yong He <yhe@nvidia.com>
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* 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
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* Use d3d12/vk debug layer when gfx debug layer is enabled.
* Fix.
Co-authored-by: Yong He <yhe@nvidia.com>
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* 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
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* 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>
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* #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.
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toolchains (#2319)
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that uses these shaders; Fixed a bug in Vulkan's RayTracingCommandEncoder::dispatchRays() where the supplied raygen shader index wasn't being used (#2290)
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* Fixed Vulkan validation errors for incorrect layer counts and view types in Debug
* Removed old (and empty) render-vk files; Ran premake.bat
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* Some preliminary work on splitting render-vk
* render-vk split, tests currently crash on null reference
* fixed circular include
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* 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>
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