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* Initial work on getting render-test to support vulkan (#391)Tim Foley2018-02-02
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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/
* fixed all warningsYong He2017-11-04
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* initiate rebuildYong He2017-10-31
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* fix d3d11 usageYONGH\yongh2017-10-25
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* add new test mode: COMPARE_RENDER_COMPUTE, which runs a input ↵YONGH\yongh2017-10-25
| | | | 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.
* finish up opengl renderer implementation for input resource binding.YONGH\yongh2017-10-25
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* Work in-progress: simple compute test passed. (d3d renderer)Yong He2017-10-23
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* in-progress work: allow render-test to generate and bind various resource ↵YONGH\yongh2017-10-20
| | | | | | inputs for running test shaders with arbitrary parameter definitions. This commit contains the parser of the resource input definition.
* Support running and comparing execution results of compute shaders in ↵YONGH\yongh2017-10-19
| | | | testing framework.
* Fix many warnings-as-errors issues.Tim Foley2017-07-06
| | | | | The code should now compile cleanly with warnings as errors for VS2015 with `W3`. Most of the changes had to do with propagating a real pointer-sized integer type through code that had been using `int`.
* First pass at support for cross-compilationTim Foley2017-06-13
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This is a large change that contains many pieces: - Update the `cross-compile0` test to actually make use of cross compilation. Now the `cross-compile0.hlsl` file contains both HLSL and GLSL source code, and then imports code from `cross-compile0.slang`, which provides a "library" (one function) that can be shared between both the HLSL and GLSL version of things. - Fixed a bug in the support for backslash-escaped newlines. - Added a new `__import` declaration type (replaces the `using` directive that was still around in a vestigial form) An `__import` causes the compiler to look for a Slang source file (currently using the ordinary `#include` lookup logic), and then parse/check the found file as an additional module ("translation unit"), before making its declarations visible in the current scope. - Refactored the main compilation flow to be simpler. There were the `ShaderCompiler` and `ShaderCompilerImpl` classes that weren't relaly doing anything, but added complexity to the whole workflow. - The `render-test` application has been heavily modified to better support testing cross-compilation workflows. At the most basic level we are starting to distinguish pass-through vs. rewriter workflows, and are passing various `#define`s down to the compiler(s) to let the source code be customized as needed for each case. Several annoying corner cases are caused here by having to support the GLSL compilation model, which really wants each entry point in its own specific translation unit, whereas we really want to keep things nicely contained in single files. - Added support for `__intrinsic` operations to have target-specific behavior. This allows a function to be given a different name for some specific target (so a call gets emitted as a call to that other operation). More generally, the library writer can put together an arbitrary format string that will be used in place of expressions that call the given function, e.g.: __intrinsic(hlsl, "$1 - $0") __intrinsic int foo(int a, int b); Given this declaration, a call like `foo(x,y)` will code generate as `x - y` for HLSL, and as `foo(x,y)` for all other targets. Annoying things still to be dealt with: - The way that I'm filtering the user-provided options when passing things down to the compilation of dynamically loaded modules is a bit ad hoc. It would be good to have a systematic notion of which options will be inherited and which won't. There is also more code duplication than I'd like, so we risk having the compiler behave differently when compiling a file at the top level, vs. because of `__import`. - Adding target-specific behavior to intrinsics is all well and good, but the current approach means we can only add this to the original declaration, which limits the ability to easily extend the set of targets. A better approach long-term would be to add a more robust notion of target-based overload resolution (which would happen after semantic checking). Then one mechanism would be used to find the right target-specific overload to use for an operation, and then each (target-specific) definition could use a simpler attribute to intercept code-generation behavior. Note that we might eventually need a similar notion to deal with stage- or profile-specific functions and the overloading behavior around them, so using this for intrinsics doesn't seem like a bad idea.
* GLSL: get GLSL limping in `render-test`Tim Foley2017-06-12
| | | | | | The test case that is there right now is nominally a cross-compilation test, but for right now it uses the preprocessor to present completely different code for HLSL and GLSL compilation. This change is really just fleshing out the OpenGL side of `render-test` enough that it can produce images using OpenGL to enable further testing.
* Initial import of code.Tim Foley2017-06-09