| Commit message (Collapse) | Author | Age |
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
# Add RHI Device Caching and Test Prefix Exclusion
## Summary
This PR introduces two key improvements to the Slang test
infrastructure:
1. **RHI Device Caching**: Implements device caching to significantly
speed up test execution by reusing graphics devices across tests, **RHI
Device Caching reduces slang-test execution time from ~15 minutes to ~5
minutes in Windows release builds**
2. **Test Prefix Exclusion**: Adds `-exclude-prefix` option to skip
tests matching specified path prefixes
## Changes
### RHI Device Caching
- **New `DeviceCache` class** (`slang-test-device-cache.h/cpp`):
Thread-safe device cache with LRU eviction (max 10 devices)
- **Cache control option**: `-cache-rhi-device` flag in both
`slang-test` and `render-test`
- Default: **enabled** in slang-test, **disabled** in render-test when
run standalone
- Automatically skips caching for CUDA devices (due to driver issues)
- **Performance benefit**: Eliminates expensive device
creation/destruction cycles, especially beneficial for Vulkan on Tegra
platforms
### Test Prefix Exclusion
- **New `-exclude-prefix <prefix>` option** in slang-test
- Allows excluding entire test directories or patterns from execution
- Complements existing `-category` and individual test filtering options
### Usage Examples
```bash
# Enable device caching (default)
slang-test
# Disable device caching
slang-test -cache-rhi-device false
# Exclude tests from specific directories
slang-test -exclude-prefix tests/problematic/
slang-test -exclude-prefix tests/slow/ -exclude-prefix tests/experimental/
```
This change should significantly improve test execution performance,
particularly in CI environments with frequent device operations. This is
needed for running the GPU test in aarch64, where repeated device
creation/destroy is causing driver issues.
Needed by: https://github.com/shader-slang/slang/issues/8346
---------
Co-authored-by: slangbot <ellieh+slangbot@nvidia.com>
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
|
| |
|
|
|
|
|
|
|
| |
Changes default for render-test to sm_6_5.
Since sm_6_5 is the new default, remove the -use-dxil option, add
-use-dxcb option
Remove -use-dxil option from all test cases.
Add -use-dxcb to two tests that needed it.
Fixes #7611
|
| | |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Update spirv-tools to for SDK v2025.2
Fixes: #6850
* bump spirv version to 1.4 for op linkage
* skip-spirv-validation for coop mat
* add skip-spirv-validation option to slang session desc
* use SPV_ENV_UNIVERSAL_1_6 for spirv-tool env target
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
---------
Co-authored-by: slangbot <ellieh+slangbot@nvidia.com>
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* remove unused resource
* define buffer data
* add vs2022 build presets
* update slang-rhi API usage
* update slang-rhi
---------
Co-authored-by: Yong He <yonghe@outlook.com>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
When -show-adapter-info is provided to slang-test, there is a subsequent pass over all available APIs to ask render-api to show which adapter will be used.
> .\slang-test.exe -show-adapter-info
Supported backends: fxc dxc glslang spirv-dis clang visualstudio genericcpp nvrtc llvm spirv-opt tint
Check vk,vulkan: Supported
Check dx12,d3d12: Supported
Check dx11,d3d11: Supported
Check cuda: Supported
Check wgpu,webgpu: Supported
Adapter Information for Available APIs:
vk,vulkan:
Using graphics adapter: NVIDIA RTX A3000 Laptop GPU
dx12,d3d12:
Using graphics adapter: NVIDIA RTX A3000 Laptop GPU
dx11,d3d11:
Using graphics adapter: Intel(R) UHD Graphics
cpu:
cuda:
wgpu,webgpu:
Using graphics adapter: default
passed test: 'tests/autodiff/arithmetic-jvp.slang (dx11)'
...
closes #5600
* format code
---------
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
|
| |
|
|
|
|
| |
This commit enables "D3D12-experimenta-feature" in render-test.
This is required to use CoopVec feature with dxcompiler.dll.
But it is enabled only when "-dx12-experimental" is used, because it appears that DX12 becomes unstable when the experimental feature is enabled, which causes bunch of tests randomly failing.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Avoid using the backend validation when using test server
Currently with a debug build, the backend validation such
as Vulkan-Validation-Layer or DXC validation is enabled all the time.
It means there is a higher chance that we see warning messages while
running slang-test with a debug build.
However, those warning messages incorrectly treated as the testing
result when using test-server. This is mainly because of the fact that
the Slang implemention for the RPC commucation expects only one time
output result. As soon as any warning is printed, the testing process is
incorrectly considered as completed even though it might be still in the
middle of initializing the device.
This commit disables the backend validation when using the test-server.
* format code (#31)
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
---------
Co-authored-by: slangbot <ellieh+slangbot@nvidia.com>
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
Co-authored-by: Yong He <yonghe@outlook.com>
|
| |
|
|
|
|
|
| |
* format
* Minor test fixes
* enable checking cpp format in ci
|
| |
|
|
|
|
|
|
|
|
|
| |
* refactor render test to use latest slang-rhi
* update slang-rhi
* update slang-rhi
* update slang-rhi
* update slang-rhi
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* add slang-rhi submodule
* refactor render-test to use slang-rhi and remove OpenGL support
* remove -vk -glsl tests
* remove gl test
* disable failing test
* allow recursive submodules in github actions
* update slang-rhi
* update slang-rhi
---------
Co-authored-by: Yong He <yonghe@outlook.com>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* 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
|
| |
|
|
|
|
|
|
|
| |
* Fix compile failures when using debug symbol.
* Various fixes.
* Fix intrinsic.
* Fix test.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* GLSL Passthrough support for SSBO types
* GLSL Passthrough support for SSBO types
* Correctly apply glsl local size layout to entry points during lowering
* Test for glsl layout correctness
* typo
* Reflect GLSL SSBO as raw buffers
* Functional test for glsl ssbo
* Allow allow glsl for render tests
* Functional test for ssbo passthrough
* Functional test for ssbo passthrough with spirv-direct
* fix windows build error
---------
Co-authored-by: Yong He <yonghe@outlook.com>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* 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
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* 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
|
| |
|
|
|
| |
* Add AdapterLUID to identify GPU adapters
* Remove adapter option in render-test
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
* Add GLSL450 intrinsics to SPIRV direct emit.
* Fix.
* Fix compiler error.
* Fix.
* Fix compiler error.
* Make direct-spirv tests actually run.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* #include an absolute path didn't work - because paths were taken to always be relative.
* Added SourceLoc handling for command line parsing.
* Fix typo in debug.
* Fix issue around the DiagnosticSink used in options parsing not having a writer available - by having DiagnosticSink parenting.
* Small rename for clarity.
* WIP extracting command line args for downstream tools.
* Unit tests/bug fixes around extracting args.
* Use DownstreamArgs in the EndToEndCompileRequest
* Passing downstream compiler options downstream.
* Fix issue with endToEndReq being nullptr.
* Fix issue with diagnostics number change.
* Small improvements to how the source line is displayed if it's too long.
Default to 120, as suggested in previous review.
* Make render test use x-args parsing and CommandArgReader.
* Added missing diagnostics.
* More DownstreamArgs to linkage so can be seen by 'components'.
Added dxc-x-arg test.
* Used combination of name and args instead of two Lists, which whilst equivalent was perhaps a little confusing.
* Added documentation for -X support.
* Added test for x-args parsing diagnostic. Improved diagnostic with list of known names.
* Fix issues from merge.
* Fix lookup for -matrix-layout-column-major in render test.
* Remove commented out line.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* #include an absolute path didn't work - because paths were taken to always be relative.
* Split out StringEscapeUtil.
* Added StringEscapeUtil.
* Fix typo in unix quoting type.
* Small comment improvements.
* Try to fix linux linking issue.
* Fix typo.
* Attempt to fix linux link issue.
* Update VS proj even though nothing really changed.
* Fix another typo issue.
* Fix for windows issue.
Fixed bug.
* Make separate Utils for escaping.
* Fix typo.
* Split out into StringEscapeHandler.
* Windows shell does handle removing quotes (so remove code to remove them).
* Handle unescaping if not initiating using the shell.
* Slight improvement around shell like decoding.
* Simplify command extraction.
* Add shared-library category type.
* Fix bug in command extraction.
* Typo in transcendental category.
* Enable unit-test on in smoke test category.
* Make parsing failing output as a failing test.
* Fixes for transcendental tests. Disable tests that do not work.
* Changed category parsing.
* Removed the TestResult parameter from _gatherTestsForFile.
Made testsList only output.
* Remove testing if all tests were disabled.
* Make args of CommandLine always unescaped.
* Add category.
* Don't need escaping on unix/linux.
* Remove some no longer used functions.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Remove old code paths from render-test
Historically, the `render-test` tool was using three different code paths:
* One based on `gfx` and manual (non-reflection-based) parameter setting, used for OpenGL, D3D11, D3D12, and Vulkan
* One for CPU that used reflection-based parameter setting but shared no code with the first
* One for CUDA that used reflection-based parameter setting and shared some, but not all, code with the CPU path
Recently we've updated `render-test` to include a fourth option:
* Using `gfx` and the "shader object" system it exposes for a unified reflection-based parameter-setting system taht works across OpenGL, D3D11, D3D12, Vulkan, CUDA, and CPU
This change removes the first three options and leaves only the single unified path. A sa result, a bunch of code in `render-test` is no longer needed, and the codebase no longer relies on things like the `IDescriptorSet`-related APIs in `gfx`.
Several existing tests had to be disabled to make this change possible. Those tests will need to be audited and either re-enabled once we fix issues in the shader object system, or permanently removed if they don't test stuff we intend to support in the long run (e.g., global-scope type parameters, which aren't a clear necessity).
* fixup: CUDA detection logic
|
| |
|
|
|
| |
* Swapchain resize
* Fix.
|
| |
|
|
|
| |
* Make gfx library visible to external user.
* Fixup
|
| |
|
|
|
|
|
|
|
| |
* Add shader object parameter binding to renderer_test.
* remove multiple-definitions.hlsl
* Fix cuda implementation.
Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* First pass at incorporating nvapi into test harness.
* D3d12 Atomic Float Add via NVAPI working
* Dx12 atomic float appears to work.
* Atomic float add on Dx12.
* Added atomic64 feature addition to vk.
Fix correct output for atomic-float-byte-address.slang
* Disable atomic float failing tests.
* Upgraded VK headers.
* Detect atomic float availability on VK.
* Try to get test working for in64 atomic.
* Made HLSL prelude controlled via the render-test requirements.
* Added -enable-nvapi to premake.
* Fix D3D12Renderer when NVAPI is not available.
* Small improvements to VKRenderer.
* Improve atomic documentation in target-compatibility.md.
* Fixed NVAPI working on D3D12.
* Test for specific NVAPI features.
* Remove requiredFeatures from Renderer::Desc as was ignored. Tried to document more around nvapiExtnSlot.
* Readded requiredFeatures to Renderer::Desc
* Improve comments in the tests.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* First pass at incorporating nvapi into test harness.
* D3d12 Atomic Float Add via NVAPI working
* Dx12 atomic float appears to work.
* Atomic float add on Dx12.
* Added atomic64 feature addition to vk.
Fix correct output for atomic-float-byte-address.slang
* Disable atomic float failing tests.
* Upgraded VK headers.
* Detect atomic float availability on VK.
* Try to get test working for in64 atomic.
* Made HLSL prelude controlled via the render-test requirements.
* Added -enable-nvapi to premake.
* Fix D3D12Renderer when NVAPI is not available.
* Small improvements to VKRenderer.
* Improve atomic documentation in target-compatibility.md.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Initial work to support OptiX output for ray tracing shaders
This change represents in-progress work toward allowing Slang/HLSL ray-tracing shaders to be cross-compiled for execution on top of OptiX. The work as it exists here is incomplete, but the changes are incremental and should not disturb existing supported use cases.
One major unresolved issue in this work is that the OptiX SDK does not appear to set an environment variable
Changes include:
* Modified the premake script to support new options for adding OptiX to the build. Right now the default path to the OptiX SDK is hard-coded because the installer doesn't seem to set an environment variable. We will want to update that to have a reasonable default path for both Windows and Unix-y platforms in a later chance.
* I ran the premake generator on the project since I added new options, which resulted in a bunch of diffs to the Visual Studio project files that are unrelated to this change. Many of the diffs come from previous edits that added files using only the Visual Studio IDE rather than by re-running premake, so it is arguably better to have the checked-in project files more accurately reflect the generated files used for CI builds.
* The "downstream compiler" abstraction was extended to have an explicit notion of the kind of pipeline that shaders are being compiled for (e.g., compute vs. rasterization vs. ray tracing). This option is used to tell the NVRTC case when it needs to include the OptiX SDK headers in the search path for shader compilation (and also when it should add a `#define` to make the prelude pull in OptiX). This code again uses a hard-coded default path for the OptiX SDK; we will need to modify that to have a better discovery approach and also to support an API or command-line override.
* One note for the future is that instead of passing down a "pipeline type" we could instead pass down the list/set of stages for the kernels being compiled, and the OptiX support could be enabled whenever there is *any* ray tracing entry point present in a module. That approach would allow mixing RT and compute kernels during downstream compilation. We will need to revisit these choices when we start supporting code generation for multiple entry points at a time.
* The CUDA emit logic is currently mostly unchanged. The biggest difference is that when emitting a ray-tracing entry point we prefix the name of the generated `__global__` function with a marker for its stage type, as required by the OptiX runtime (e.g., a `__raygen__` prefix is required on all ray-generation entry points).
* The `Renderer` abstraction had a bare minimum of changes made to be able to understand that ray-tracing pipelines exist, and also that some APIs will require the name of each entry point along with its binary data in order to create a program.
* The `ShaderCompileRequest` type was updated so that only a single "source" is supported (rather than distinct source for each entry point), and also the entry points have been turned into a single list where each entry identifies its stage instead of a fixed list of fields for the supported entry-point types.
* The CUDA compute path had a lot of code added to support execution for the new ray-tracing pipeline type. The logic is mostly derived from the `optixHello` example in the OptiX SDK, and at present only supports running a single ray-generation shader with no parameters. The code here is not intended to be ready for use, but represents a signficiant amount of learning-by-doing.
* The `slang-support.cpp` file in `render-test` was updated so that instead of having separate compilation logic for compute vs. rasterization shaders (which would mean adding a third path for ray tracing), there is now a single flow to the code that works for all pipeline types and any kind of entry points.
* Implicit in the new code is dropping support for the way GLSL was being compiled for pass-through render tests, which means pass-through GLSL render tests will no longer work. It seems like we didn't have any of those to begin with, though, so it is no great loss.
* Also implicit are some new invariants about how shaders without known/default entry points need to be handled. For example, the ray tracing case intentionally does not fill in entry points on the `ShaderCompileRequest` and instead fully relies on the Slang compiler's support for discovering and enumerating entry points via reflection. As a consequence of those edits the `-no-default-entry-point` flag on `render-test` is probably not working, but it seems like we don't have any test cases that use that flag anyway.
Given the seemingly breaking changes in those last two bullets, I was surprised to find that all our current tests seem to pass with this change. If there are things that I'm missing, I hope they will come up in review.
* fixup: issues from review and CI
* Some issues noted during the review process (e.g., a missing `break`)
* Fix logic for render tests with `-no-default-entry-point`. I had somehow missed that we had tests reliant on that flag. This required a bit of refactoring to pass down the relevant flag (luckily the function in question was already being passed most of what was in `Options`, so that just passing that in directly actually simplifies the call sites a bit.
* There was a missing line of code to actually add the default compute entry points to the compile request. I think this was a problem that slipped in as part of some pre-PR refactoring/cleanup changes that I failed to re-test.
|
| |
|
|
|
|
|
|
|
|
|
|
| |
* Split out binding writing.
* Pass in the entry type.
* Take into account output type with -output-using-type
Added GPULikeBindRoot
Added dxbc-double-problem test.
* Add the dxbc-double-problem test.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Add basic support for entry points in `.slang-lib` files.
The basic idea here is that when writing out a `.slang-lib` file based on a compile request, we include new sections in the generated RIFF that represent the entry points that were requested. The entry-point information is serialized in an entirely ad hoc fashion (a future change might clean it up to use the `OffsetContainer` machinery), and contains the name, profile, and mangled symbol name of an entry point.
When deserializing this information, we create a list of "extra" entry points that gets attached to the front-end compile requests. These "extra" entry points get turned into `EntryPoint` objects at the same place in the code that entry points specified on the command line or via API would be checked, but the extra entry points bypass the semantic checking and just create "dummy" `EntryPoint` objects.
Aside: the ability for a compile request to end up with entry points that weren't originally specified via API or command-line is not new. We already had support for compiling a translation unit with entry points entirely specified via `[shader(...)]` attributes, and this new support tries to function similarly.
Because the "dummy" entry points don't retain AST-level information, several parts of the code have been modified to defensively check for `EntryPoint` objects without a matching AST declaration, and skip over them.
The main place where this creates a problem is paramete binding, where ignoring the dummy entry point is appropriate since we currently assume linked-in library code has been laid out manually.
One small cleanup here is that the `-r` command-line flag and the `spAddLibraryReference` API functio now bottleneck through a common routine to do their work, so that they both gain the new behavior without needing copy-paste programming.
In order to keep the existing test case for library linking with entry points working, I had to add a flag to the `render-test` tool so that it can skip specifying entry point names as part of the compile request it creates. In that case it must instead assume that the entry points will be added to the compile request via other means. This logic is a bit magical, and hints that we should be looking for other ways to expose the library linking functionality over time.
* fixup: remove alignment assertion
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* First pass support for performance profiling
* Test across all elements
* Fix bug - sourceContents is not used, should use rawSource.
* * Add ability to get prelude from API.
* Allow specifying source language for render-test
* Made it possible to compile a test input file as C++
* Special handling for reflection
* Added C++ impl to performance-profile.slang
* Remove some clang warnings.
* Output profile timings on appveyor and other TC.
* Remove passing around of StdWriters (can use global).
Small comment improvements.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
* WIP: Improving CPU performance/ABI
* Optionally output code on CPU for groupThreadID and groupID.
* Added ability to set compute dispatch size on command line for render-test.
Dispatch compute tests taking into account dispatch size.
Added test for semantics are working.
* Test using GroupRange.
* Fix problem with adding \n for externa diagnostic - to do it if there isn't a \n at the end. Change the ouput order (put result before) so last value is diagnostic string.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* 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.
* * Added mechanism to add random arrays as buffer inputs and select type
* Improved RenderGenerator to generate more types, and to be more careful around int32 ranges.
* Added support for security checks (for Visual Studio C++)
* Disable Execption handling being on by default when compiling kernels
* Added a 'Group' version of the entry point that will evaluate all threads in a group in a single call. In test code use this method if available.
* Added -compile-arg to be able to pass arguments to the compile within render-test
* Add documention for the _Group execution feature.
* Fix some typos in cpu-target.md
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* First pass extract the test information by 'running tests'.
* * Checking renderer availablilty
* Using TestInfo to determine which tests are run and synthesized
* Display if test is synthesized and what render api it's targetting
* * Improved comments
* Removed some dead code
* Display ignored tests.
* TestInfo -> TestRequirements
* * Added DIAGNOSTIC_TEST type - test always runs (ie has no requirements).
* Made diagnostic tests use DIAGNOSTIC_TEST
* TestInfo -> TestRequirements
* TestDetails holds TestRequirements and TestOptions
* Fix debug typo.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* * 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
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* 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.
|
| | |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
lines (#885)
* * Check for inconsistent command line options for renderer
* Moved RenderApiUtil into core so can be used in slang-test
* Make it use the ShaderdLibrary for API testsing
* Added some simplifying functions to StringUtil for spliting/comparisons
* Refactored the synthesis of rendering tests so that inconsistent combinations are not produced
* Add missing slang-render-api-util.cpp & .h
* Stop warning on linux about _canLoadSharedLibrary not being used.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* First pass at having an interface to write text to that can be replaced.
Simplifed and made more rigerous the interface used to write formatted strings.
* Added AppContext to simplify setting up and parsing around of streams.
* Added more simplified way to get the std error/out from AppContext.
* Work in progress using dll for tools to speed up testing.
* First pass at ISlangWriter interface.
* Added support for writing VaArgs.
Added NullWriter.
* Use ISlangWriter for output.
* Use ISlangWriter for output - replacing OutputCallback.
Make IRDump go to ISlangWriter
* SlangWriterTargetType -> SlangWriterChannel
Improvements around AppContext
* Shared library working with slang-reflection-test.
* Dll testing working for render-test.
* Include va_list definintion from header.
* Fix errors from clang.
* Fix typo for linux.
* Added -usexes option
* Fix typo.
* Fix arguments problem on linux.
* Fix typo for linux.
* Add windows tool shared library projects.
* Fix warning from x86 win build.
Fix signed warning from slang-test/main.cpp
* First attempt at getting premake to work on travis, and run tests.
* Try moving build out into script.
* Invoke bash scripts so they don't have to be executable.
* Drive configuration/tests from env parameters set by travis
* Try using source to run travis tests.
* Remove the build.linux directory - but doing so will overwrite Makefile.
* Made -fno-delete-null-pointer-checks gcc only.
* Try to fix warning from -fno-delete-null-pointer-checks
* Turn of warnings for unknown switches.
* Try to make premake choose the correct tooling.
* Disabled missing braces warning.
* Disable -Wundefined-var-template on clang.
* -Wunused-function disabled for clang.
* Fix typo due to SlangBool.
* Remove this nullptr tests.
* "-Wno-unused-private-field" for clang.
* Added "-Wno-undefined-bool-conversion"
* Add DominatorList::end fix.
* Split scripts into travis_build.sh travis_test.sh
* Fix gcc/clang template pre-declaration issue around QualType.
* Fix premake to build such that pthread correctly links with slang-glslang
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
The Slang compiler allows the default matrix layout convention (row-major vs. column-major) to be specified via the command line or API.
When generating output HLSL, Slang emits a `#pragma pack_matrix` directive for the chosen default convention, so that a user can generate plain HLSL output and still have it encode their desired defaults.
The problem that has arisen is that many released versions of dxc (including those in the most recent Windows SDK at this time) *ignore* the `#pragma pack_matrix` directive (the feature has since been added to top-of-tree dxc).
The main fix here is to instead pass the `-Zpr` option in to dxc when invoking it if the row-major (non-default) convention is requested.
This will solve the problem for clients that use Slang to generate DXIL, but not for clients who use Slang to generate plain HLSL that they then pass into dxc (those clients are assumed to be able to work around the problem for themselves).
In order to test the change, I added a test that fills a constant buffer with sequential integers, and then reads out the rows/columns of an `int3x4` matrix with both row- and column-major layout, as well as an integer placed *after* the matrix, so we can see the offset it was given.
The `render-test` application did not yet support generating code via dxc/DXIL, so I added an option for that.
This ends up assuming that anybody who is running the D3D12 tests will also have a version of dxc available.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
|
| |
The `render-test` project has an in-progress graphics API abstraction layer, and it makes sense to share this code with our examples rather than write a bunch of redundant code between examples and tests.
Most of this change is just moving files from `tools/render-test/*` to a new library project at `tools/slang-graphics/`. The most complicated code change there is renaming from `render_test` to `slang_graphics`.
The existing `hello` example was ported to use the graphics API layer instead of raw D3D11 API calls. It is still hard-coded to use the D3D11 back-end and the `SLANG_DXBC` target, so more work is needed if we want to actually support multiple APIs in the examples.
I also went ahead and implemented an extremely rudimentary set of APIs to abstract over the Windows platform calls that were being made in the example, so that we could potentially run that same example on other platforms. I did *not* port `render-test` to use those APIs, and I also did not implement them for anything but Windows (my assumption is that for most other platforms we would just use SDL2, and require people to ensure it is installed to their machine before building Slang examples).
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
* Added Result definitions to the slang.h
* Removed slang-result.h and added slang-com-helper.h
* Move slang-com-ptr.h to be publically available.
* Add SLANG_IUNKNOWN macros to simplify implementing interfaces.
Use the SLANG_IUNKNOWN macros to in slang.c
* Removed slang-defines.h added outstanding defines to slang.h
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Make render-test use Slang for all shader compilation
This streamlines the code for render-test by having all its shader compilation go through the Slang API, so that it doesn't have to deal with custom logic to compile HLSL->DXBC and HLSL->DXIL. We were already leaning on Slang to generate SPIR-V for Vulkan, so this makes all the paths more consistent.
My original plan with this change was to make the D3D12 render path start using DXIL at this point, since the change would make that easy, but it turns out that some aspects of how we handle parameter binding are not compatible with that right now, so it would need to come as a later change.
There's a lot of details here, so I will try to walk through the changes, including the incidental ones:
* Add logic to `premake5.lua` so that we copy the necessary libraries for HLSL shader compilation to our target directory from the Windows SDK. This is necessary so that our tests can actually invoke `dxcompiler.dll`
* Re-run Premake to generate new project files. This moves around a few files that I manually added in previous changes without re-running Premake.
* When invoking `fxc` as a pass-through compiler, be sure to pass along any macros defines via API or command-line. This isn't a strictly required change with how things worked out, but it is a positive one anyway, because it makes `slangc -pass-through fxc` more useful.
* Don't print output from a downstream `fxc` invocation if it produces warnings but no errors. The main reason for this is so that our tests don't fail because of `fxc` warnings on Slang's output (which then don't match the baselines), but it can also be rationalized as not wanting to confuse users with warnings that don't come from the "real" compiler they are using. This probably needs fine-tuning as a policy.
* Add the HLSL `NonUniformResourceIndex` function. This was an oversight because it isn't documented as a builtin on MSDN, and only gets mentioned obliquely when they talk about resource indexing.
* Add `glsl_<version>` profiles to match our `sm_<version>` profiles, so that it is easy for a user to use the profile mechanism to request a specific GLSL version without also specifying a stage name.
* Update the render-test logic so that there is a single `ShaderCompiler` implementation that *always* uses Slang, and get rid of all of the renderer-specific `ShaderCompiler` implementations.
* Update logic in render-test `main.cpp` to select the options to use for the eventual Slang compile based on the choice of renderer and input language. I didn't change the options that render-test exposes, even though they are getting increasingly silly (e.g., `-glsl-rewrite` doesn't use GLSL as its input...).
* Note: the D3D12 renderer will still use fxc, DXBC, and SM 5.0 for now, since trying to update it to switch to dxc, DXIL, and SM 6.0 didn't work well at the time.
* Add a bit of supporting D3D12 code to make sure that we don't allocate a structured buffer when a buffer has a format.
* Make sure to *also* define the `__HLSL__` macro when compiling Slang code, because otherwise a bunch of tests don't work (I'm not clear on how it worked before...).
* fixup: missing file
|
| |
|
|
|
|
|
| |
pixels. (#548)
Added PngSerializeUtil allows currently for just writing Surface of RGBA format.
Removes dependency on stbi_image except for in PngSerializeUtil.
Removed use of gWindowWidth/Height globals - pass the height into initialize or Renderer.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* First pass at InputLayout for Vulkan
Add support for RGBA_Float32
* Use VulkanModule and VulkanApi to handle accessing Vulkan types.
* First pass at Vulkan swap chain/Device queue.
* Added VulkanUtil for generic function functions.
* Move more functionality to VulkanApi and VulkanUtil.
Make Buffer able to initialize itself.
* More tidy up around VulkanDeviceQueue
* First pass use of VulkanDeviceQueue in VkRenderer
* First pass use of VulkanSwapChain on VkRenderer
* Added depth formats.
Binding for constant and vertex buffers for Vulkan.
* Setting up VkImageView on backbuffers.
* First pass support for setting up vkRenderPass.
* Fixes to work around Vulkan swap chain/verification issues.
* Added support for Pipeline and a pipeline cache.
* Working without waiting - because use of pipeline cache.
* Added support for VkFramebuffer in Vulkan.
* First pass at creating Vulkan graphics pipeline.
* More efforts to get Vulkan to render.
* Small improvement for checking of Binding flags.
* Removed setConstantBuffers from the Renderer interface - so that all resource binding takes place through the BindingState.
To make this work required a 'hack' in render-test main.cpp - so that the constant buffer binding that is needed in some tests is only added when it doesn't clash.
* RendererID -> unified into RendererType. Added getRendererType to Renderer interface.
Added ProjectionStyle, and function to get from RendererType.
Added getIdentityProjection to RendererUtil - to get projection that is the 'identity' - but hits the same pixels for all projection styles.
* Fix build problem on Win32 on Vulkan where should use VK_NULL_HANDLE.
* Improve naming, comments. Remove dead code.
* Remove unwanted comment.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Dx12 rendering works in test framework.
* Turn on dx12 render tests.
* Getting simpler dx12 compute tests to work.
* With expected data in test - check for specialized and then for the default, so that multiple test can share the same expected data, but specialized cases can still be set.
* Fixed construction and binding on dx12 textures.
* Control which render apis used in test from command line.
* Small aesthetic fixes in render-test/main.cpp.
* Fix binding problem for uavs/srvs dx12. Previously tried to create srv/uav for StorageBuffers (like dx11 does), but the binding breaks as you can end up with two srvs using the same register.
First pass at fixing problems with Texture creation for dx12 - assertions were hit with 3d or array textures.
* Fixes to improve Dx12 setup shader resource views for cubemaps/arrays.
* Fixed d3d12 textureSamplingTest - problem was that cubemap/array textures were not being uploaded correctly.
* Changed the order of how binding of constant buffers (as just set on the Renderer) indexes. Previously they were given the lowest indices, but they clashed with the indices from the 'Binding'. Changing this means all tests run on d3d12.
* Add code to allow use of warp (although not command line switchable yet).
Fix problem setting up raw UAV - as identified by warp.
* Added RenderApiUtil - which can detect if a render api is potentially available.
* Moved render flag testing/parsing into RenderApiUtil.
* Fix signed/unsigned warning.
* Fixes around enums prefixed with k on the review of feature/dx12 compute branch.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Fixed some small typos in api-users-guide.md
* Fix some small typos in slang-test/main.cpp, render-test/render-d3d11.cpp
* Remove exit() calls from test code. Added Slang::Result, which works in the same way as COM HRESULT.
* FIx bug introduced when moving to Slang::Result - handling E_INVALIDARG on Dx11.
* Fix the testing of feature levels on Dx11 renderer.
* First attempt at README.md for slang-test.
* Tidied up the slang-test README.md file.
* Fix some small typos in tools/slang-test/main.cpp
* Fix spaces -> tabs problems.
Fix some small types.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Basic fixes to gets some Vulkan GLSL out of the IR path
We haven't been paying much attention to the Vulkan output from the IR path, but that needs to change ASAP. This commit really just implements quick fixes, without concern for whether they are a good fit in the long term.
- Add some more mappings from D3D `SV_*` semantics to built-in GLSL variables, and stop redeclaring those built-in variables in our output GLSL.
- Add custom output logic for HLSL `*StructuredBuffer<T>` types, so that they emit as `buffer` declarations with an unsized array inside. This has some real limitations:
- What if the user passes the type into a function? The parameter should be typed as an (unsized) array, and not a buffer.
- What happens if we have an array of structured buffers? We need to declare an array of blocks (which GLSL allows), but this changes the GLSL we should emit when indexing.
- Customize the way that we emit entry point attributes (e.g., `[numthread(...)]`) to also support outputting equivalent GLSL `layout` qualifiers.
In many of these cases, a better fix might involve doing more of this work in the IR as part of legalization (e.g., we already have a pass that deals with varying input/output for GLSL, so that should probalby be responsible for swapping the `SV_*` to `gl_*`, especially in cases where the types don't match perfectly across langauges).
* Start adding Vulkan support to render-test
- Add both Vulkan and D3D12 as nominally supported back-ends
- Add a git submodule to pull in the Vulkan SDK dependencies
- I don't want our users to have to install it manually, since the SDK is huge
- Checking in the binaries to our main repository seems like a bad idea, but my hope is that we can prune the bloat using a subodule with the `shallow` cloning option
- Implement enough logic for the Vulkan back-end to get a single test passing on Vulkan
* Fix warning
* Fixup: disable new compute tests for Linux
* Fixup: ignore Vulkan tests on AppVeyor
* Dynamically load Vulkan implementation
Rather than statically link to the Vulkan library, we will dynamically load all of the required functions.
This removes the need to have the stub libs involved at all.
* Remove vulkan submodule
I had set up a `vulkan` submodule to pull in the headers and stub libs, but now that we are going to dynamically load all the symbols anyway, the stub lib binaries aren't needed and we can just commit the headers.
* Add Vulkan headers to external/
|
| |
|
|
| |
vertex/fragment shader pair, but instead of comparing the resulting framebuffer, it expects the test shader to write results into a UAV, and compares the pixel shader UAV output to the reference output.
|
| |
|
|
| |
testing framework.
|