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* Fix intermittent failure of slang-unit-test-tool/ReplayRecord
Three problems are addressed:
1. the graphics driver sometimes returns nullptr from GetShaderIdentifier
2. `findRecordFileName()` may not find any records at all.
3. the return value from cleanupRecordFiles() overwrote the error value
in `res` and it returned SLANG_OK even when there were errors.
* Fix compiler warnings on Windows
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* Fix: Improper implementation in RendererBase::queryInterface
In the case an arbitrary uuid was passed to RendererBase::QueryInterface it would return SLANG_OK while the outObject is null. This is improper and unexpected from an IUnkown implementation. Additionally, the function did not call addRef() when concerning an IDevice interface.
* Fix: DebugTransientResourceHeap::queryInterface returns wrong interface
When trying to query for the transient heap if the debug layer is enabled, queryInterface would set the outObject to the inner api specific heap (ex: vk::TransientResourceImpl) and NOT the debug heap. This causes a side effect when creating a command buffer that debug wrappers would not be used. The debug version will not be returned, and this snowballs causing an access violation when trying to bind a compute pipeline state. After this fix, debug wrappers for transient heaps, command buffers, encoders, etc... wil be used correctly.
* fix weird whitespace change
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* Check the available VK extensions before using CoopVec APIs in GFX
* Remove a redundant request for cooperative vector extension for vk
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* Fix compiler warning with clang 18.1.8 on windows
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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.
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* implement parameterblock for metal
Metal uses argument buffer to pass parameter buffer to pipeline, in this
change, we implement a simple way to copy the data to argument buffer.
In argument buffer tier2 rule, all the fields in parameter block will be
flatten to ordinary data, therefore
- we keep the m_data as in ShaderObjectImpl a CPU buffer to track on the data set in.
- For resource types, they will be represeted as device pointer or resource id in argument
buffer, we will just set their address or id at corresponsing offset in the CPU buffer
every time when 'setResource' or 'setSampler' is called.
- When binding the pipeline, we just simply copy the CPU argument buffer to GPU argument buffer.
- The only special case is nested parameter block. Because nested parameter block is represented
as a device pointer which will be another argument buffer, we will just recursively call
`_ensureArgumentBufferUpToDate` to get sub-object's argument buffer, and fill the GPU address of
those 'sub'-argument buffer to the root argument buffer at correct offset.
* Inform command encoder to hazard track the bindless resources
Since for all the resources within argument buffer are bindless, Metal
won't automatically hazard track those resources, we will have to call
'useResources' to inform Metal to hazard track those resources,
otherwise we will have to call wait fence after each command submission.
* nullptr check
* address comment
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Bail from test if shader doesn't compile.
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The new option "SkipDownstreamLinking" will defer final downstream IR
linking to the user application. This option only has an effect if
there are modules that were precompiled to the target IR using
precompileForTarget().
Until now, the default behavior for SPIR-V was to use deferred linking, and
the default behavior for DXIL was to use immediate/internal linking in Slang.
This change only affects the SPIR-V behavior such that both deferred and
non-deferred linking is supported based on the new option.
To support the non-deferred option, Slang will internally call into
SPIRV-Tools-link to reconstitute a complete SPIR-V shader program when
necessary (due to modules having been precompiled to target IR).
Otherwise, if SkipDownstreamLinking is enabled, the shader returned by
e.g. getTargetCode() or getEntryPointCode() may have import linkage to
the SPIR-V embedded in the constituent modules.
Closes #4994
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
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* Fix precompiledTargetModule tests
Add SPIRV-Tool linker support to gfx unit tests
and use the linker in precompileModule tests
that use precompiled modules to reconstitute
SPIRV shaders that were modularly compiled.
Fix a Slang reference count bug in the
precompile service.
* Use sm_6_6
New DXC requires higher version
for linkability.
* Rename helper function, pass by reference
* Link through slang-glslang
* Add missing files
* Fix metal
* format code
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Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
Co-authored-by: Yong He <yonghe@outlook.com>
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Close issue: #6386.
- Implement uploadTextureData in metal
- Fix a bug in 'copyTextureToBuffer' in metal
The last parameter for Metal::copyFromTexture is the
'destinationBytesPerImage', but previous implementation
fill in the destination size which is wrong in 3-D texture.
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Partially fix #6378
* Fix invalid access mode for texture_buffer
* Fix texture view create issue in metal
In newTextureView, levelRange should represent the mipmap level range,
while sliceRange should represent the texture layer range for texture
array. But the implement inverse those two wrongly.
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* Fix metal issue
- implement waitForFences for metal backend
- fix a bug that it misses clear the entryPoints when initializing
RootShaderObject
* format
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Co-authored-by: Yong He <yonghe@outlook.com>
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* SP004: implement initialize list translation to ctor
- We synthesize a member-wise constructor for each struct follow
the rules described in SP004.
- Add logic to translate the initialize list to constructor invoke
- Add cuda-host decoration for the synthesized constructor
- Remove the default constructor when we have a valid member init constructor
- Disable -zero-initialize option, will re-implement it in followup (#6109).
- Fix the overload lookup issue
When creating invoke expression for ctor, we need to call
ResolveInvoke() to find us the best candidates, however
the existing lookup logic could find us the base constructor
for child struct, we should eliminate this case by providing
the LookupOptions::IgnoreInheritance to lookup, this requires
us to create a subcontext on SemanticsVisitor to indicate that
we only want to use this option on looking the constructor.
- Do not implicit initialize a struct that doesn't have explicit default
constructor.
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
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* Support cooperative vector including Vulkan-Header
Adding a Slang support for cooperative vector with vulkan-header update.
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* Support cooperative vector without Vulkan-header update
Adding a Slang support for cooperative vector.
But this commit doesn't have Vulkan-header update.
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* examples: Make hello-world example exit gracefully if VK cannot be initialized
- Check if VK API function pointers are valid before using them
- Return 0 and exit if VK initialization fails
- Enable hello-world example
* examples: Fixes for ray-tracing examples
- Assert that accelleration structure buffer is not nullptr
- Check if buffer creation succeeded before proceeding
- This makes initialization not hang, but it still fails.
Therefore, the test expectations are just updated to point to another issue.
- Enable ray-tracing tests on Windows
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for Vulkan (#5929)
* Support gfx ComputeCommandEncoder::dispatchComputeIndirect for Vulkan
* Support count buffer for Vulkan in gfx RenderCommandEncoder::drawIndirect and RenderCommandEncoder::drawIndexedIndirect
* Fix an unintended change
* Fix format issue
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Co-authored-by: Yong He <yonghe@outlook.com>
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* Fix attribute reflection.
* Fix.
* Fix.
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The 'samplerInfo.magFilter' should match the 'desc.magFilter'.
Co-authored-by: Yong He <yonghe@outlook.com>
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This stops adding the repo root to the include path for anything linking
with slang. This enabled a bunch of convenient includes, but might lead
to confusing behavior for anyone including slang. Not to mention
differences including it from an install vs source.
Co-authored-by: Yong He <yonghe@outlook.com>
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* Move switch statement bodies to their own lines
* format
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Co-authored-by: Yong He <yonghe@outlook.com>
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* format
* Minor test fixes
* enable checking cpp format in ci
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* Clang-format excludes
* Add .clang-format
* Don't clang-format in external
* Missing includes and forward declarations
* Replace wonky include-once macro name
* neaten include naming
* Add clang-format to formatting script
* Add xargs and diff to required binaries
* add clang-format to ci formatting check
* Add max version check to formatting script
* temporarily disable checking formatting for cpp files
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(#5361)
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* Support parameter block in metal shader objects.
* Ingore parameter block tests on devices without tier2 argument buffer.
* Fix warning.
* Fix texture subscript test.
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Co-authored-by: Yong He <yhe@nvidia.com>
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* Move the file public header files to `include` dir
Close the issue (#4635).
Move the following headers files to a `include` dir
located at root dir of slang repo:
slang-com-helper.h -> include/slang-com-helper.h
slang-com-ptr.h -> include/slang-com-ptr.h
slang-gfx.h -> include/slang-gfx.h
slang.h -> include/slang.h
Change cmake/SlangTarget.cmake to add include path to
every target, and change the source file to use
"#include <slang.h>" to include the public headers.
The source code update is by the script like follow:
```
fileNames_slang=$(grep -r "\".*slang\.h\"" source/ -l)
for fileName in "${fileNames_slang[@]}"
do
echo "$fileName"
sed -i "s/\".*slang\.h\"/\"slang\.h\"/" $fileName
done
```
* Fix the test issues
* Fix cpu test issues by adding include seach path
* Update cmake to not add include path for every target
Also change "#include <slang.h>" to "include "slang.h" " to
make the coding style consistent with other slang code.
* Change public include to private include for unit-test and slang-glslang
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Co-authored-by: Yong He <yhe@nvidia.com>
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set (#4593)
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* Ray tracing validation in Vulkan
* Clean up RT validation code
* Remove redundant api additions
* Remove redundant debug utils callback
* Ray tracing validation uses extended descriptor for initialization
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Co-authored-by: Chris Cummings <chriscummings@nvidia.com>
Co-authored-by: Jay Kwak <82421531+jkwak-work@users.noreply.github.com>
Co-authored-by: skallweitNV <64953474+skallweitNV@users.noreply.github.com>
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* fix binding resources for render pass
* compute vertex buffer binding offset based on root layout
* fix result code
* cleanup
* implement readTextureResource
* more getNativeHandle
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Co-authored-by: Yong He <yonghe@outlook.com>
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extension structure in vk-api.h (#4335)
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* Address glslang ordering requirments for 'derivative_group_*NV'
fixes: #4305
The solution is to emit some `layout`s after a module source is emitted.
Added to slangs gfx backend code to enable the compute shader derivative extension for testing purposes.
* address review
* enable removed test
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Co-authored-by: Yong He <yonghe@outlook.com>
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* fix double semicolons
* fix another double semicolon
* wait for init data upload
* remove obsolete setData
* refactor swapchain to work on virtual back buffers
* buffer/texture use breakable device reference
* refactor input layout
* create render command encoder
* add todo
* refactor framebuffer layout
* refactor framebuffer
* refactor shader program
* translatePrimitiveType
* add more translate functions
* refactor framebuffer
* refactor render pass
* implement graphics pipeline state
* add depth stencil state
* initial render command encoder support
* comment
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* implement sampler state
* implement input layout
* implement fence object
* buffer implementation
* texture implementation
* cleanup
* add adapter enumeration
* supported formats and allocation info
* work on device and implement readBufferResource
* skeleton for transient resource heap
* initial work on command queue / buffers / encoders
* fix uploading initial buffer data
* implement buffer resource view
* string utility functions
* wip query pool implementation
* cleanup
* swapchain
* wip
* remove plain buffer view
* extend gfxGetDeviceTypeName with metal
* basic support for resource binding with compute shaders
* needed for metal bindings
* replace assert(0) with SLANG_UNIMPLEMENTED_X
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Co-authored-by: Jay Kwak <82421531+jkwak-work@users.noreply.github.com>
Co-authored-by: Yong He <yonghe@outlook.com>
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* add metal-cpp submodule
* add metal-cpp cmake target
* gfx metal backend skeleton
* add premake support
* add foundation framework
* add metal-cpp include to premake
* update vs project file
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Co-authored-by: Simon Kallweit <skallweit@nvidia.com>
Co-authored-by: Jay Kwak <82421531+jkwak-work@users.noreply.github.com>
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* fix all Clang-14 warnings
* remove a clang-14 warning fix because it is a MSVC warning...
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* refactor gfx buffer range to use byte range
* create buffer view with zero struct stride for ClearUnorderedAccessViewUint/Float
* create buffer descriptors on demand
* avoid copying gfx.dll
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Co-authored-by: Yong He <yonghe@outlook.com>
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* fix comment
* add caching of mutable root shader objects in vulkan
* Fix.
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Co-authored-by: Yong He <yonghe@outlook.com>
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* add variable pointers to render-test-vk and failing (but ignored with workarounds) test-case
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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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