| Commit message (Collapse) | Author | Age |
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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.
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* Update Slang-RHI and enable any debug layers up-front
As [1] shows, creating a D3D12 device and then enabling debug layers causes future device
creation to fail.
That means enabling debug layers is a process-wide decision that should be done at
startup, and not just before creating an individual device.
Previously, Slang-RHI enabled debug layers as part of device creation.
The new Slang-RHI revision doesn't do that anymore, but instead allows the user to enable
debug layers earlier, with a separate API.
This change calls the mentioned API before creating any device.
This closes #6172.
* Compile fixes needed after updating slang-rhi
---------
Co-authored-by: Yong He <yonghe@outlook.com>
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* Add groupshared atomic array test.
* Fix test.
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* 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>
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* Add executable test on matrix-typed vertex input.
* Fix emit logic of matrix layout qualifier.
* Pass fragment shader varying input by constref to allow EvaluateAttributeAtCentroid etc. to be implemented correctly.
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* Fix pointer offset logic and add executable tests.
* Fix.
* Fix test.
* Add existential ptr test.
* Allow pointers to existential values.
* Fix.
* Fix.
---------
Co-authored-by: Ellie Hermaszewska <ellieh@nvidia.com>
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* render-test: Add copy-source usage for render targets
I found that Slang-RHI/WGPU was not able to copy from render targets to staging buffers.
This helps to address issue #4943.
* Add entries to render API util infos
Entries for glsl-cross and glsl-rewrite are added.
Without glsl-cross, slang-test fails to select a back-end, and winds up crashing when
tests/render/cross-compile-entry-point.slang is enabled
tests/render/cross-compile0.hlsl fails similarly without glsl-rewrite.
* Enable some rendering tests
* Add expected test outputs
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* use pass encoder api
* update slang-rhi
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* Update Slang-RHI to get WGPU backend fixes
* render-test: Use device local memory type for vertex buffers
This helps to avoid https://github.com/shader-slang/slang-rhi/issues/104
* Fix bug in WGSL emitter layout code.
There was a "kinds" vs. "kind flags" mismatch, and also getBindingOffsetForKinds was not
being used.
This patch enables a bunch of tests for WGPU.
This helps to address issue #4943.
* format code
---------
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
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* update render test to use new slang-rhi API
* update slang-rhi
---------
Co-authored-by: Yong He <yonghe@outlook.com>
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* Move switch statement bodies to their own lines
* format
---------
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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This is a breaking change in a way that the Slang API function names are changed. All of them are commented as "experimental" and we wouldn't provide a back-ward compatibility for them.
Following functions are renamed:
compileStdLib() -> compileCoreModule()
loadStdLib() -> loadCoreModule()
saveStdLib() -> saveCoreModule()
slang_createGlobalSessionWithoutStdLib() -> slang_createGlobalSessionWithoutCoreModule()
slang_getEmbeddedStdLib() -> slang_getEmbeddedCoreModule()
hasDeferredStdLib() -> hasDeferredCoreModule()
Following command-line arguments are renamed:
"-load-stdlib" -> "-load-core-module"
"-save-stdlib" -> "-save-core-module"
"-save-stdlib-bin-source" -> "-save-core-module-bin-source"
"-compile-stdlib" -> "-compile-core-module"
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* update slang-rhi
* update render-test to use new slang-rhi apis
---------
Co-authored-by: Yong He <yonghe@outlook.com>
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* update to latest slang-rhi
* do not build slang-rhi examples
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* Use the assembly description as target when disassembling
I believe this is a bugfix.
It seems to have worked before because up until the WGSL case, the disassembler has been
the same executable as the one producing the binary to be disassembled.
* Add Tint as a downstream compiler
This closes issue #5104.
* Add downstream compiler for Tint.
* Tint is wrapped in a shared library, 'slang-tint' available from [1].
* The header file for slang-tint.dll is added in external/slang-tint-headers.
* Add some boilerplate for WGSL targets.
* Add an entry point test for WGSL.
[1] https://github.com/shader-slang/dawn/releases/tag/slang-tint-0
* Add WGSL_SPIRV as supported target for Glslang
* Add WebGPU support to slang-test
This helps to address issue #5051.
* Disable lots of crashing compute tests for 'wgpu'
This closes issue #5051.
---------
Co-authored-by: Yong He <yonghe@outlook.com>
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* update slang-rhi
* fix render-test
* update slang-rhi
---------
Co-authored-by: Yong He <yonghe@outlook.com>
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* refactor render test to use latest slang-rhi
* update slang-rhi
* update slang-rhi
* update slang-rhi
* update slang-rhi
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* 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>
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Co-authored-by: Jay Kwak <82421531+jkwak-work@users.noreply.github.com>
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* capability upgrade warning/error
adjusted implementation + tests to support a warning/error if capabilities are implicitly upgraded and test accordingly.
* add glsl profile caps
* add GLSL and HLSL capabilities to the associated capability
* syntax error in capdef
* only error if user explicitly enables capabilities
1. changed testing infrastructure to not set a `profile` explicitly,
2. Added tests to be sure this works as intended with user API and with slangc command line
* Change capability atom definitions and how Slang manages them to fix errors
1. most `glsl_spirv` version atoms have been removed from `.capdef`, instead we will translate `spirv` version atoms into `glsl_spirv` since there is no point in writing the same code twice in `.capdef` files to define `spirv` versions.
2. add spirv version, and hlsl sm version (and equivlent) capability dependencies
3. removed some stage requirments which were set on objects, keep the wrapper capabilities. I am keeping the wrapper capabilities since I am unaware on if there are stage limitations (spec says code in practice does not work).
* check internal version instead of version profile (_spirv_1_5 vs. spirv_1_5)
* remove unused OpCapability. adjust SPIRV version'ing again for glsl_spirv
* apply workaround for glslang bug with rayquery usage
* ensure capabilities targetted by a profile and added together by a user are valid
* remove additions to `spirv_1_*` wrapper
* spirv_* -> glsl_spirv fix
* fix bug where incompatable profiles would cause invalid target caps
* try to avoid joining invalid capabilities
* fix the warning/error & printing
* run through tests to fix capability system and test mistakes
many mistakes were mesh shaders doing `-profile glsl_450+spirv_1_4`. This is not allowed for a few reasons
1. the test tooling does not handle arguments the same as `slangc`
2. glsl_450 core profile does not support mesh shaders, nor does spirv_1_4. sm_6_5 does work in this senario
* set some sm_4_1 intrinsics to sm_4_0
* replace `GLSL_` defs with `glsl_`
* swap the unsupported render-test syntax for working syntax
* set d3d11/d3d12 profile defaults
this is required since sm version changes compiled code & behavior
* adjusted nvapi capabilities with atomics + d3d11 set to use sm_5_0 as per default
* cleanup
* address review
* incorrect styling
* change `bitscanForward` to work as intended on 32 bit targets
---------
Co-authored-by: Yong He <yonghe@outlook.com>
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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
---------
Co-authored-by: Yong He <yonghe@outlook.com>
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* Fix compile failures when using debug symbol.
* Various fixes.
* Fix intrinsic.
* Fix test.
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* SPIRV: Fix performance issue when handling large arrays.
* Add test for packing.
* Fix clang.
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* Refactor compiler option representation.
* Fix binary compatibility.
* Add a test for specifying compiler options at link time.
* Fix binary compatibility.
* Fix binary compatibility.
* Fix backward compatibility on matrix layout.
* Fix.
* Fix.
* Fix.
* Fix gfx.
* Fix gfx.
* Fix dynamic dispatch.
* Polish.
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* More tests for append structured buffer
* Append and Consume structured buffer tests for DX12
* neaten
* test wobble
* Add counter layout information to append/consume structured buffers
* add getRWStructuredBufferType
* Correct definition of get size for append/consume structured buffers
* tweak append structured buffer test
* Allow initializing counter buffer in render test
* vulkan test for consume structured buffer
* Handle null counterVarLayout in getExplicitCounterBindingRangeOffset
* remove dead code
* Implement atomic counter increment/decrement for spirv
* explicit spirv test
* Add missing check on result
* Hold on to counter resources
---------
Co-authored-by: Yong He <yonghe@outlook.com>
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* Bump vulkan headers
Also just use vulkan-headers as a submodule
* Add drawMeshTasks to gfx graphics pipelines
* Add DispatchMesh overload with no payload, with GLSL intrinsic
* Require spirv 1.4 for mesh shaders
* Add vulkan mesh shader feature discovery
* Add mesh shader stage bits to vk-util
* Add mesh and task shader support to render-test
* Add mesh and task tests
* Preserve "payload" specifier in task shaders
* Add mesh shader pipeline support to gfx
* Add TODO
* Add numThreads attribute for amplification stage
* Add payload to task shader test
* Drop dependency on d3dx12
* Allow passing payloads from task to mesh shaders
* regenerate vs projects
* check DispatchMesh name correctly
* Add mesh shader tests to failing tests
* Detect wave-ops feature on vulkan
* Add fuse-product to expected failures
This fails because the global varaible `count` is not initialized
* Add required extension to WaveMaskMatch SPIR-V impl
* Remove meshShader member from pipeline desc
* Identify mesh shader support on d3d12
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* Remove unused COM annotation
* Move SLANG_ENABLE_DXBC_SUPPORT to slang.h
* Add DX11 simple compute test
* Remove unnecessary COM parameter annotation
* Run compute smoke test for DX12
* Ignore d3d11 tests when we do not have fxc
* Do not try to find NVAPI on Linux
* Add some logs to .gitignore
* Minor cleanups in d3d12 headers
* Fix tautological comparison (due to integer overflow)
* Limit OutputDebugStringA to Windows
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* Correct case of windows.h includes
* Use Slang::SharedLibrary to load directx dlls
* s/max/std::max/
* Factor common OS code in calcHasApi
* Add DXIL test for compute/simple
* s/false/FALSE for calls to WinAPI functions
* Factor common OS code in gfxGetAdapters
* 2 missing headers
d3d12sdklayers for ID3DDebug
climits for UINT_MAX
* Define out unused function on Linux
* Only try to load Vulkan and CUDA on Windows or Linux
* simplify D3DUtil::getDxgiModule
* Remove WIN32_LEAN_AND_MEAN &co from source files
Add a global define
* Set WIN32_LEAN_AND_MEAN &friends in headers
Restore previous state also
* regenerate vs projects
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Float16 support for C++/CPU based targets with f16tof32 and f32tof16.
* Small correction around INF/NAN handling for f32tof16
* Small improvement to f16tof32
* Disable CUDA test for now.
* Improvements to NVRTC diagnostic parsing.
Handle compilerSpecificArgs.
Fix issue with terminating nul ending up in diagnostic string.
* Improved NVRTC error parsing.
f32tof16 and f16tof32 work in principal on CUDA.
* Small update to test, although they remain disabled.
* Work around SLANG_E_NOT_AVAILABLE being turned into ignored, when a legitimate error is found
* A more tightly constrained fallback NVRTC diagnostic parsing.
* Remove CharUtil, as not neeed.
Co-authored-by: Yong He <yonghe@outlook.com>
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* Add AdapterLUID to identify GPU adapters
* Remove adapter option in render-test
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* #include an absolute path didn't work - because paths were taken to always be relative.
* Preliminary SER NVAPI support.
* Set the DXC compiler version.
Fix typo in premake5.lua
* Improve DXC version detection.
Enable HLSL2021 on late enough version of DXC.
* Fix typo.
* Fix launch.
* Test via DXIL output.
* Update dxc-error output.
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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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targets) to target (#2214)
Co-authored-by: Theresa Foley <10618364+tangent-vector@users.noreply.github.com>
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* Fixed all build errors and type conversion warnings from renames in slang-gfx.h
* Made necessary build fixes to the CUDA implementation
* Renamed ITextureResource::Size to ITextureResource::Extents
* More rename changes based on CI errors
* More renames to fix CI build errors
* Rerun tests
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queue submit. (#2158)
Co-authored-by: Yong He <yhe@nvidia.com>
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* Various gfx fixes.
* Fix test case.
* Fix crash.
* Trigger build
* Trigger build 2
* Fix vulkan unit tests.
Co-authored-by: Yong He <yhe@nvidia.com>
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* Various fixes to gfx.
* Fix.
* Fixes.
* Fix.
Co-authored-by: Yong He <yhe@nvidia.com>
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* Fixes to GFX.
* Fix binding null resource views in d3d12.
* Fix array render target view creation.
* Add support for more primitive topologies.
* More gfx fixes.
* D3D12 feature report on conservative raster, programmable sample position, barycentrics and ROV.
* Add QueryPool::reset.
* Fix resource setDebugName.
* Dynamically expanding GPU descriptor heap.
* Render passes without render targets (null frame buffer).
* Fix.
Co-authored-by: Yong He <yhe@nvidia.com>
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* Various fixes.
* Add nested parameter block test.
* Remove slang-llvm licence info
* Ingore slang-llvm/ directory.
* Fixup.
Co-authored-by: Yong He <yhe@nvidia.com>
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* Various gfx fixes.
* Fixup.
Co-authored-by: Yong He <yhe@nvidia.com>
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* Added instancing support to Vulkan, drawInstanced() test image is upside-down
* Fixed inverted drawInstanced() test output by changing Vulkan viewport convention
* Replaced vkCmdDraw with vkCmdDrawIndexed in all non-indirect indexed draws, drawIndexedIndirect test now working for Vulkan
* Moved index and vertex buffer binding into setIndexBuffer and setVertexBuffers; Defaulted countBuffer to nullptr and countOffset to 0 and added a check for non-null countBuffer to drawIndirect and drawIndexedIndirect in Vulkan; All Vulkan draw tests working (but D3D12 tests broken)
* Added support for drawInstanced and drawIndexedInstanced to D3D11 and added tests for both, however D3D11 tests are currently disabled due to readTextureResource assuming a fixed pixel size (among other possible problems); Fixed issues causing D3D12 tests to fail after major back-end fixes to get Vulkan up and running
* Removed testing function for dumping images and some other commented out code
* Removed some commented out code
* Fix initializer list causing builds to fail (attempt 1)
* Removed initializer list for VertexStreamDesc in createInputLayout() and fill in struct fields normally (build fix attempt 2)
* Removed default values from VertexStreamDesc and changed all initializer lists to reflect this change
* Moved applyBinding before setVertexBuffer in RenderTestApp::renderFrame() to ensure the pipeline has already been bound before vertex buffers are
* Changed D3D11's readTextureResource to calculate pixel size using format-specific size information; Removed wrapper around D3D11 instanced and indexed instanced draw tests
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* removed initialization of upload resource for CPU visible buffers (D3D12, Vulkan)
* reverted slang-gfx.h change
* declared DescBase::hasCpuAccessFlag() const to make backend changes compile under gcc
* commit before checking master branch
* commit before merge
* commit before checking master
* commit before merging upstream
* revert vulkan changes
* commit before testing on master
* commit before merge with master
* reverted bad merge changes
* reverted more bad merge changes in render-d3d12.cpp
* reverted buffer transition in _uploadBufferData
* implemented bufferBarrier() in render-d3d12.cpp
* reverted uneccesary transition in createBuffer
* create staging buffer even when AccessFlag::None passed to D3D11 createBufferResource
* renamed AccessFlags to MemoryType
Co-authored-by: Yong He <yonghe@outlook.com>
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