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path: root/tools/render-test/render-test-main.cpp
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2024-05-13[gfx] specify resource view buffer range in bytes (#4149)skallweitNV
* 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>
2024-05-01Fix compile failures when using debug symbol. (#4069)Yong He
* Fix compile failures when using debug symbol. * Various fixes. * Fix intrinsic. * Fix test.
2024-05-01SPIRV: Fix performance issue when handling large arrays. (#4064)Yong He
* SPIRV: Fix performance issue when handling large arrays. * Add test for packing. * Fix clang.
2024-02-20Refactor compiler option representations. (#3598)Yong He
* 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.
2023-10-17Type layouts for structured buffers with counters (#3269)Ellie Hermaszewska
* 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>
2023-09-11Add Mesh and Task shader support to GFX (#3190)Ellie Hermaszewska
* 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
2023-07-06Assert on some resource creation in render-test-main (#2957)Ellie Hermaszewska
2023-04-29Minor tidyings around d3d usage (#2854)Ellie Hermaszewska
* 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
2023-04-14Some small fixes with Windows/DX usage (#2797)Ellie Hermaszewska
* 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
2022-11-10Improvements to NVRTC diagnostic parsing (#2504)jsmall-nvidia
* #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>
2022-11-04Add AdapterLUID to identify GPU adapters (#2492)skallweitNV
* Add AdapterLUID to identify GPU adapters * Remove adapter option in render-test
2022-11-02Shader Execution Reordering (via NVAPI) (#2484)jsmall-nvidia
* #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.
2022-11-01Make `DifferentialPair` able to nest. (#2477)Yong He
2022-08-16Add gfx interface definition in Slang. (#2364)Yong He
* 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>
2022-05-04Changed all uses of attachment (in the context of render/depth stencil ↵lucy96chen
targets) to target (#2214) Co-authored-by: Theresa Foley <10618364+tangent-vector@users.noreply.github.com>
2022-04-21GFX renaming work part 2: slang-gfx.h renames (#2194)lucy96chen
* 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
2022-03-28Allow slangc to generate exe from .slang file. (#2170)Yong He
2022-03-11gfx: Add `ITransientResourceHeap::finish()` to avoid `Signal` after every ↵Yong He
queue submit. (#2158) Co-authored-by: Yong He <yhe@nvidia.com>
2022-02-28Use GLSL scalar layout for constant buffers. (#2147)Yong He
2022-02-16Various gfx fixes. (#2132)Yong He
* 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>
2022-02-09Various fixes to gfx. (#2120)Yong He
* Various fixes to gfx. * Fix. * Fixes. * Fix. Co-authored-by: Yong He <yhe@nvidia.com>
2022-01-19More fixes to GFX d3d12. (#2084)Yong He
* 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>
2022-01-14Various fixes to GFX, nested parameter block test for d3d12. (#2081)Yong He
* 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>
2022-01-10Various fixes to gfx. (#2074)Yong He
* Various gfx fixes. * Fixup. Co-authored-by: Yong He <yhe@nvidia.com>
2022-01-10Draw call tests for Vulkan (#2073)lucy96chen
* 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
2022-01-04Buffer allocation backend. (#2045)ZanderMajercik
* 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>
2021-12-09Remove `PipelineType` from gfx header. (#2051)Yong He
Co-authored-by: Yong He <yhe@nvidia.com>
2021-12-07gfx: D3D12 and VK Fence implementation. (#2048)Yong He
* gfx: D3D12 and VK Fence implementation. * Fix. * Update project files. * Revert project file changes. * Remove project files Co-authored-by: Yong He <yhe@nvidia.com>
2021-12-06Fix shader-toy example. (#2047)Yong He
Co-authored-by: Yong He <yhe@nvidia.com>
2021-11-18gfx: add coverage for more resource commands. (#2020)Yong He
* gfx: specify SubresourceRange for resource view creation. * Add gfx method for `resolveResource`. * Fix compile error. * `copyTextureToBuffer` and `textureSubresourceBarrier`. * Fix vulkan bug. * Fix test cras;h. Co-authored-by: Yong He <yhe@nvidia.com>
2021-11-10Interprocess communication via pipes (#2009)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Use 'Process' to communicate with an command line tool. * Remove slang-win-stream * Tidy up windows ProcessUtil. * First version of BufferedReadStream. * Windows working IPC for steams. * Test proxy count option. * Split Process/ProcessUtil. Process is platform dependant. ProcessUtil are functions that are platform independent. * First implementation of Unix Process interface. * Unix process compiles on cygwin. * Fix typo in unix process. * Separate unix pipe stream error of invalid access, from pipe availability. * Fix in standard line extraction. * Make fd non blocking. * Fix issues with Windows Process streams. * Added UnixPipe. * Some fixes around UnixPipeStream. * Make a unix stream closed explicit. * Hack to debug linux process/stream. * Revert to old linux pipe handling. * Pass executable path for unit tests. Split out CommandLine into own source. * Small improvements in process/command line. * Check process behavior with crash. * Make stderr and stdout unbuffered for crash testing. * Only turn disable buffering in crash test. * Disable crash test on CI. * Fix crash on clang/linux. * Enable crash test. Remove _appendBuffer as can use StreamUtil functionality.
2021-10-29Use detected shader model in gfx/d3d12. (#1996)Yong He
* Use detected shader model in gfx/d3d12. * Enable all d3d12 tests on Github. * Improve d3d12 software device detection. * Disable d3d12 tests on github for now. Co-authored-by: Yong He <yhe@nvidia.com>
2021-10-26Expanded gfx::Format to include additional formats (#1982)lucy96chen
* Format list updated with additional formats supported by both D3D and Vulkan; D3DUtil::getMapFormat() and VkUtil::getVkFormat() updated to include additional formats; GFX_FORMAT() updated with all additional formats (BC compression unfinished) * Finished updating GFX_FORMAT with newly added formats and sizes; Pixel size is now tracked using the FormatPixelSize struct containing the values for bytes per block and pixels per block to accomodate BC formats; Updated gfxGetFormatSize and associated sub-calls to return FormatPixelSize instead of uint8_t; Most calls to gfxGetFormatSize() updated to reflect changes, a couple calls still unupdated * Changes to accommodate new formats finished, debugging slang-literal unit test * First format unit test working * One test added for BC1Unorm and RGBA8Unorm_SRGB, both passing * Refactored format testing code to merge BC1Unorm and RGBA8Unorm SRGB into a single file * All unit tests added for BC and Srgb formats * Most tests added and working; Added five additional formats (still need tests) and made the appropriate changes to support these; createTextureView() modified for D3D11, D3D12, and Vulkan to take into account the format specified in the texture view desc when the texture's format is typeless * Format enums renamed to more closely match their D3D counterparts; Added a universal float and uint buffer and buffer view for use across all Format tests * Remaining tests added; D3D12 tests pass, but Vulkan crashes in BC1_UNORM and D3D11 spits out a bunch of D3D11 Errors (but supposedly passes) * re-run premake * Added Sint versions of test shaders; Vulkan and D3D11 tests also pass * Size struct for format unit tests no longer use initializer lists * Fixed a Size struct missed in the previous pass * Fixed minor bugs causing tests to fail * Added documentation detailing all currently unsupported formats * Skip tests causing unsupported format warnings due to swiftshader * updated several test using old Format enum names * Revert change to compareComputeResult() that was added for debugging purposes * DEBUGGING: Added prints to identify which formats are failing on CI * Reverted attempted debugging changes; Fixed texture2d-gather.hlsl to use updated Format enums * Fixed incorrect array sizes in d3d11 _initSrvDesc() * Commented out further tests that produce unexpected results when tested for Vulkan with swiftshader * Revert "Merge branch 'expanded-format-support' of https://github.com/lucy96chen/slang into expanded-format-support" This reverts commit 20008f0d3ecc3b1405ecac8c138edaa3cd37ed6b, reversing changes made to 6081e95827315fee50e18409394d5abd62fac787. * Added a fuzzy comparison function for use with floats * submodule update * Revert messed up changes caused by previous revert after automatically merging on github
2021-09-22Add gfx unit testing framework. (#1943)Yong He
* Add gfx unit testing framework. * Fix compilation error. * Reset gfxDebugCallback after render_test. * Pass enabledApi flags through. * Fix for code review suggestions. Co-authored-by: Yong He <yhe@nvidia.com>
2021-08-17Add GLSL450 intrinsics to SPIRV direct emit. (#1921)Yong He
* Add GLSL450 intrinsics to SPIRV direct emit. * Fix. * Fix compiler error. * Fix. * Fix compiler error. * Make direct-spirv tests actually run.
2021-07-19Enable swiftshader in linux CI builds (#1909)Yong He
2021-07-09[gfx] Inline raytracing fixes in response to code review. (#1905)Yong He
Co-authored-by: Yong He <yhe@nvidia.com>
2021-07-08Allow render-test to run inline ray tracing tests. (#1903)Yong He
* Update VS projects to 2019. * Empty commit to trigger build * Implement gfx inline ray tracing on D3D12. * Allow render-test to run inline ray tracing tests. Co-authored-by: Yong He <yhe@nvidia.com>
2021-06-30[gfx] Add inline ray tracing support. (#1899)Yong He
2021-06-02Various Fixes to gfx, reflection and emit. (#1867)Yong He
* Various Fixes to gfx, reflection and emit. - Fix GLSL emit to properly output `*bitsTo*` functions for `IRBitCast` insts. - Add line directive mode setting for `ISession`. - Extend `TypeLayout::getElementStride` to handle `VectorType` case. - Fix `IDevice::readBufferResource` 's D3D12 implementation to copy only the requested bytes out. - Fix `render-test` to use the `ISession` from `gfx` instead of creating its own `ISession` to make sure `gfx` and `render-test` agree on WitnessTable and RTTI IDs. - Extend `render-test` to support filling vector and matrix values in the new `set x = ...` TEST_INPUT syntax. - Add a `dynamic-dispatch-15` test case to make sure packing / unpacking works correctly across all targets, and to make sure render-test's RTTI/WitnessTable ID filling logic is correct for non-trivial cases. * Remove default-major test * Fix cyclic reference in `ExtendedTypeLayout`. * Move `lineDirectiveMode` setting to `TargetDesc`. Add `structureSize` to `TargetDesc` and `SessionDesc` for future binary compatibility. * Cleanup. Co-authored-by: Yong He <yhe@nvidia.com>
2021-05-25Rework shader object specialization control interface. (#1857)Yong He
2021-05-25Allow overriding specialization args via `IShaderObject`. (#1854)Yong He
* Allow overriding specialization args via `IShaderObject`. * Fixes. Co-authored-by: T. Foley <tfoleyNV@users.noreply.github.com>
2021-05-22Improvements in -X support (#1852)jsmall-nvidia
* #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.
2021-05-21[gfx] Support StructuredBuffer<IInterface>. (#1851)Yong He
Co-authored-by: T. Foley <tfoleyNV@users.noreply.github.com>
2021-04-29`gfx` DebugCallback and debug layer. (#1822)Yong He
* `gfx` DebugCallback and debug layer.
2021-04-24Remove resource `Usage` from `gfx` interface. (#1813)Yong He
* Fix `model-viewer` crash when using Vulkan. Fixing an issue in shader object layout creation for to make sure a correct descriptor set layout is calculated for types that need an implicit constant buffer. * Fix formatting. * Fixes. * Fix memory leak in vulkan. * Remove resource `Usage` from `gfx` interface.
2021-04-08Improve robustness of gfx lifetime management. (#1788)Yong He
* Improve robustness of gfx lifetime management. * fix clang error * fix clang error * Fix clang warning
2021-04-05Transient root shader object. (#1782)Yong He
2021-04-01Refactor D3D12 renderer root signature creation (#1779)Tim Foley
This change originated as an attempt to re-enable a test case, but it has ended up disabling more tests (for good reasons) than it re-enables. The main change here is a significant overhaul of the way that the D3D12 render path extracts information from the Slang reflection API to produce a root signature. There were also some supporting fixes in the reflection information to make sure it returns what the D3D12 back-end needed. The big picture here is that the D3D12 path now uses the descriptor ranges stored in the reflection data more or less directly. It still needs to use register/space offset information queried via the "old" reflection API, but it only does so at the top level now, for the program and entry points themselves. All other layout information is derived directly from what Slang provides. Smaller changes: * The "flat" reflection API was expanded to include `getBindingRangeDescriptorRangeCount()` which was clearly missing. * The "flat" reflection results for a constant buffer or parameter block that didn't contain any uniform data and was mapped to a plain constant buffer needed to be fixed up. That logic is still way to subtle to be trusted. * Several additional tests were disabled that relied on static specialization, global/entry-point generi type parameters, structured buffers of interfaces or other features we don't officially support with shader objects right now. All of the affected tests were somehow passing by sheer luck and because they often passed in specialization arguments via explicit `TEST_INPUT` lines. * The `inteface-shader-param` test is re-enabled now that we can properly describe its input with the new `set` mode on `TEST_INPUT` * `ShaderCursor::getElement()` can now be used on structure types (in addition to arrays) to support by-index access to fields * The `TEST_INPUT` system was expanded to support both by-name and by-index setting of structure fields for aggregates * The `TEST_INPUT` system was expanded to allow an `out` prefix to mark parts of an expression as outputs on a `set` lines * The `TEST_INPUT` system was expanded so that anything that would be allowed on a `TEST_INPUT` line by itself (like `ubuffer(...)`) can now be used as a sub-expression on a `set` line Co-authored-by: Yong He <yonghe@outlook.com>
2021-03-31`gfx` explicit transient resource management. (#1774)Yong He