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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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Co-authored-by: Yong He <yonghe@outlook.com>
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* Add missing expected.txt for test
* Diagnostics -> StdWriters in render test
* Allow specifying several test prefixes to run
`slang-test -- tests/foo tests/bar`
* Squash warnings in some tests
* Enable gfx debug layer in gfx test util
Makes this issue present consistently: https://github.com/shader-slang/slang/issues/2766
* Allow DebugDevice to return interfaces instantiated by the debugged object
* Check that we actaully have a shader cache for shader cache tests
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Co-authored-by: Yong He <yonghe@outlook.com>
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* Remove extra qualification in cuda device impl
Only MSVC accepts this illegal code
* Enable CUDA render api on unix
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Co-authored-by: Yong He <yonghe@outlook.com>
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* Add PyTorch C++ binding generation.
* fix
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Take into account the optimization level requested in TargetDesc
Combines conflicting optimization levels by taking the maximum between them; as such they now each represent the lower bound on the eventual optimization level.
Most of the changes are making this clear by s/optimizationLevel/minimumOptimizationLevel
Closes https://github.com/shader-slang/slang/issues/2324
* Remove optimization level from TargetDesc
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* Overhaul global inst deduplication and cpp/cuda backend.
* Update IR documentation.
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Co-authored-by: Yong He <yhe@nvidia.com>
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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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* Add utility to call D3D ReportLiveObjects
* Add gfxReportLiveObjects API call
* Only warn on swapchain image references
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* Fix a bug in Path::find
* Fix code formatting
* Fix LockFile and add LockFileGuard
* Add PersistentCache and unit test
* Replace file path dependency list with source file dependency list
* Add note on ordering in Module/FileDependencyList
* Remove old shader cache code
* Refactor shader cache implementation
* Temporarily skip unit tests reading/writing files
* Fix warning
* Reenable lock file test
* Rename shader cache tests and disable crashing test
* Testing
* Stop using Path::getCanonical
* Fix persistent cache lock and test
* Fix threading issues
* Move adding file dependency hashes to getEntryPointHash()
* Fix handling of #include files
* Allow specifying additional search paths for gfx testing device
* Work on shader cache tests
* Update project files
* Revive shader cache graphics tests
* Split graphics pipeline test
* Fix compilation
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* Consolidate crypto functions into single module
* Migrate rest of code to new crypto module
* Fix name conflict
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* Draft FileStream-based implementation for updating cache file
* File streams fully integrated into shader cache code paths; Tests will not run unless file system is on disk as file streams do not play nicely with in-memory
* Brought old code back as fallback path, but tests need to ensure previous is freed first
* Testing structure updated, beginning cleanup work
* All tests working
* Cleanup changes
* Removed an extra tab at the end of a line
* Cleanup change
* Undo externals change
* Removed redundant logic for OS vs memory file system handling of the shader cache; Removed extra helper function left over from old cache implementation
* Reverted performance change to generate contents hashes when modules are being loaded as this code path is not always followed; Contents hashing now uses a combination of hashing and checking the last modified time for all file dependencies, only reading in and hashing the contents of all files if the last modified hash does not match
* Added handling to Module::updateContentsBasedHash for file dependencies which are not from a physical source file on disk; Added test for above
Co-authored-by: Lucy Chen <lucchen@nvidia.com>
Co-authored-by: Yong He <yonghe@outlook.com>
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* Fix supported shader model check in D3D12 device
* Add comment on shader model list order.
Co-authored-by: jsmall-nvidia <jsmall@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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* Preliminary graphics shader test
* Added test checking that a graphics shader is correctly split into two different entries
* Removed testing only addition
* Changed RequirementDictionary to an OrderedDictionary and added SerialTypeInfo for OrderedDictionary; Added entry point mangled name to the dependency hash
* Added test covering failure case discovered as part of Falcor integration
* Changed DifferentiableTypeSemanticContext::m_mapTypeToIDifferentiableWitness to an OrderedDictionary
* Added serializedAST field to Module in order to save serialized ASTs to avoid reserialization as much as possible; Added classes field to Session in order to save the output of SerialClassesUtil::create to avoid recreating as much as possible
* Changed AST hashing to hash the contents of a Module's file dependencies; Renamed all references to AST hashing to contents hashing
* Further cleanup
* Moved contents hash computation up to Linkage::loadModule and added field to Module to save the computed contents digest
* Changed PreprocessorHandler::handleFileDependency to optionally take an ISlangBlob* containing file contents and changed FrontEndPreprocessorHandler::handleFileDependency to add the source code for an included file to the module's contents digest
* Removed extraneous addToDigest call
* Fixed accidental removal of source code hash for module being loaded
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* Refined cache eviction test; Added check to cache file load to ensure only the maximum number of allowed entries is loaded
* Fixed logic error in entry count check
* Changed getCacheFile to not append the newline at the end of cache files
* Refined if check
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* Shader cache index integrated into RendererBase; Added test for cache eviction policy (which currently does not pass)
* Restructured main if block in getEntryPointCodeFromShaderCache; Post-rebase cleanup
* undo local testing only change
* Fixed issues causing shader cache tests to fail
* Edited gfx.slang to reflect structural changes to IDevice::Desc and to include ShaderCacheDesc; Modified how the cache is reading in the file from disk; Added a check to the cache eviction policy test that checks for correct order of entries in the cache as well as eight total expected output files for D3D12 and Vulkan
* Removed line in gfx-unit-test.cpp for local testing
* Edited .gitignore to ignore all shaders automatically generated by the shader cache tests and removed the test shaders that were previously added; Review changes, most notably with an overhaul of how the cache eviction policy test handles checking order of entries
* Ran premake; Removed local testing specific line (again)
* Removed expected comparison files from earlier commit; Ran premake
* Edited premake5.lua to also ignore the auto-generated shader files from specific shader cache tests
* Fixed weird indent in premake5.lua
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Co-authored-by: Yong He <yhe@nvidia.com>
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Allow setting shader model upon d3d device creation.
* Add sm_6_7 profile.
* More fixes and cleanups.
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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* GFX: support D3D12EnableExperimentalFeatures.
* Fix.
Co-authored-by: Yong He <yhe@nvidia.com>
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Co-authored-by: Yong He <yhe@nvidia.com>
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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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* Fix d3d12 implementation of `uploadBufferData`.
* Add ICommandBufferD3D12::ensureInternalDescriptorHeapsBound().
Co-authored-by: Yong He <yhe@nvidia.com>
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* Language feature: pointer sized int types.
* Fix.
* small change to test.
* Fix stdlib.
* Fix.
* Fix.
* Add typedef for `size_t` in stdlib.
* Fix test.
* Add `intptr_t::size` constant.
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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* checkpoint commit
* debug-layer split, does not compile
* Almost compiles, rebasing before making any further changes
* everything compiles and passes tests locally
* Added tools/gfx/debug-layer to premake and ran premake
Co-authored-by: Yong He <yonghe@outlook.com>
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* render-cpu split, does not compile
* split finished, one compile error
* added missing include and missing destructor implementation
* Rerun TeamCity CI
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* render-cuda split, compile errors galore due to missing includes etc.
* render-cuda split and fully compiles
* Ran premake.bat to disable cuda; Added all new files
* Removed render-cuda files
* CI fixes
* Rerun CI
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toolchains (#2319)
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* render-d3d11 split, does not compile
* Compiles but unit tests failing
* ran premake.bat
* Readded constructor code that was accidentally removed
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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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* checkpoint commit
* Simple ray tracing test works
* Removed unnecessary shaders and code but image is completely black
* Simple ray tracing test for a 2x2 texture working; Added new helper functions to gfx-test-texture-util for stripping padding from texture resource readback and dumping textures to disk
* Renamed variables
* Ignore test if ray tracing isn't supported
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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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