| 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
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Handle debug-layer messages in a separate channel
The Problem (Issue #7343)
The issue was that Vulkan Validation Layer error messages were being mixed into regular test output, causing
potential false positives or negatives. When using -enable-debug-layers true, validation messages would appear in
the same output stream as test results, potentially matching //CHECK: patterns incorrectly.
Example Problem:
- Test expects: //CHECK: 1
- Validation layer prints: VALIDATION ERROR: 1 invalid buffer binding
- Test incorrectly matches the "1" in the error message instead of the actual output
Slang Test Communication Architecture
Execution Modes
Slang has 3 different execution modes controlled by SpawnType:
enum class SpawnType {
UseSharedLibrary, // In-process execution
UseTestServer, // Out-of-process via persistent server
UseFullyIsolatedTestServer, // Out-of-process via isolated server
UseExe // Direct executable spawn
}
1. In-Process Mode (UseSharedLibrary)
┌─────────────────────────────────────────┐
│ slang-test │
│ ┌─────────────┐ ┌─────────────────┐ │
│ │render-test │ │gfx-unit-test │ │
│ │unit-test │ │slangc library │ │
│ └─────────────┘ └─────────────────┘ │
│ │ │ │
│ └───► StdWriters ◄──┘ │
│ (shared) │
└─────────────────────────────────────────┘
- Communication: Direct function calls, shared memory
- Debug callbacks: Single callback instance in StdWriters
- Used when: Default mode for most tests
2. Out-of-Process Mode (UseTestServer)
┌──────────────────┐ JSON-RPC ┌──────────────────┐
│ slang-test │◄──over pipes────┤ test-server.exe │
│ │ │ │
│ ┌─────────────┐ │ │ ┌─────────────┐ │
│ │StdWriters │ │ │ │render-test │ │
│ │+debug │ │ │ │gfx-unit-test│ │
│ │callback │ │ │ │+debug │ │
│ └─────────────┘ │ │ │callback │ │
└──────────────────┘ │ └─────────────┘ │
└──────────────────┘
- Communication: JSON-RPC over stdin/stdout pipes
- Debug callbacks: Separate instances in each process
- Used when: CI/CD, multi-threaded testing, crash isolation
3. Direct Executable Mode (UseExe)
┌──────────────────┐ pipes ┌──────────────────┐
│ slang-test │◄───────────────┤ slangc.exe │
│ │ │ other tools │
└──────────────────┘ └──────────────────┘
- Communication: Standard process pipes (stdout/stderr)
- Debug callbacks: None (external executables)
- Used when: Testing external tools
Communication Mechanisms Deep Dive
JSON-RPC Protocol Over Pipes
The test-server.exe communicates with slang-test using JSON-RPC over stdin/stdout pipes:
// Parent process (slang-test) creates child with pipes
Process* testServerProcess = /* spawn test-server.exe */;
// JSONRPCConnection wraps the pipe communication
JSONRPCConnection connection;
connection.initWithStdStreams(); // Uses stdin/stdout pipes
// Send RPC call
TestServerProtocol::ExecutionResult result;
connection.sendCall("executeTool", &args, &result);
Key Point: The pipes carry structured JSON messages, not raw stdout/stderr. This is what enables clean separation
of different data channels.
Protocol Structure
Your changes extend the ExecutionResult protocol:
struct ExecutionResult {
String stdOut; // Regular program output
String stdError; // Error messages
String debugLayer; // NEW: Debug/validation messages
int32_t result;
int32_t returnCode;
};
Your Debug Layer Solution
The Challenge
Memory pointers cannot cross process boundaries. A debugCallback pointer in the parent process is meaningless in
the child process.
The Solution: String-Based Serialization
You solved this by using string capture and serialization:
1. Debug Callback Interface (slang-std-writers.h)
class IDebugCallback {
virtual void handleMessage(
DebugMessageType type,
DebugMessageSource source,
const char* message) = 0;
};
2. String-Capturing Implementation (slang-support.h)
class CoreDebugCallback : public Slang::IDebugCallback {
StringBuilder m_buf; // Captures messages as strings
void handleMessage(DebugMessageType type, DebugMessageSource source, const char* message) {
if (type == DebugMessageType::Error) {
m_buf << message << '\n'; // Serialize to string
}
}
String getString() { return m_buf.toString(); } // Extract accumulated messages
};
3. Bridge Between RHI and Core (slang-support.h)
class CoreToRHIDebugBridge : public rhi::IDebugCallback {
Slang::IDebugCallback* m_coreCallback;
void handleMessage(rhi::DebugMessageType type, rhi::DebugMessageSource source, const char* message) {
// Convert RHI types to core types and forward
m_coreCallback->handleMessage(convertType(type), convertSource(source), message);
}
};
Data Flow: Debug Messages End-to-End
In-Process Mode Flow
GPU Driver → RHI Debug Callback → Core Debug Callback → String Buffer → Test Output
Out-of-Process Mode Flow
Child Process:
GPU Driver → RHI Debug Callback → Core Debug Callback → String Buffer
↓
Parent Process: JSON-RPC Serialization
Test Output ← String Processing ← ExecutionResult.debugLayer ←┘
Step-by-Step Example
1. Test Execution Starts
// In test-server process
CoreDebugCallback debugCallback;
CoreToRHIDebugBridge bridge;
bridge.setCoreCallback(&debugCallback);
// Set up graphics device with debug layers
deviceDesc.debugCallback = &bridge;
2. Graphics API Call Triggers Validation Error
// Inside Vulkan driver (external code)
// Validation layer detects error and calls our callback
bridge.handleMessage(RHI_ERROR, RHI_LAYER, "Invalid buffer binding");
3. Message Capture
// In CoreDebugCallback::handleMessage
m_buf << "Invalid buffer binding\n"; // Stored in string buffer
4. Test Completion & Serialization
// Back in test-server
TestServerProtocol::ExecutionResult result;
result.debugLayer = debugCallback.getString(); // "Invalid buffer binding\n"
result.stdOut = "1"; // Regular test output
// Send via JSON-RPC
connection.sendResult(&result);
5. Parent Process Receives & Separates Output
// In slang-test process
String output = buildTestOutput(result);
// Results in clean separation:
// standard output = {
// 1
// }
// debug layer = {
// Invalid buffer binding
// }
Why This Solution Works
1. Process Isolation: Each process has its own callback objects, no shared pointers
2. String Serialization: Debug messages converted to strings that can cross process boundaries
3. Protocol Extension: Uses existing JSON-RPC infrastructure, just adds new field
4. Clean Separation: Debug messages never mix with stdout/stderr
5. Backward Compatibility: Existing tests unaffected, debug layer field optional
Key Benefits
- Eliminates False Positives: Debug messages can't interfere with //CHECK: patterns
- Better Debugging: Debug messages clearly separated and labeled
- Robust Architecture: Works across all execution modes
- Minimal Changes: Leverages existing communication infrastructure
This elegant solution transforms a fundamental cross-process communication challenge into a simple string
serialization problem, using the existing test server architecture to cleanly separate validation layer messages
from test results.
* Cover the missing slang-test execution path
* format code (#82)
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>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Fix D3D12 test failure without Windows Developer mode
Add Windows Developer mode detection for D3D12 experimental features.
D3D12 Agility SDK requires Developer mode when using experimental
features like D3D12ExperimentalShaderModels. Without this check,
device creation fails silently.
Changes:
- Add isWindowsDeveloperModeEnabled() function to check registry
- Add developer mode check before enabling experimental features
- Provide clear error message with instructions to enable Developer mode
- Return SLANG_E_NOT_AVAILABLE to gracefully fail tests
Fixes #6819
Co-authored-by: Gangzheng Tong <gtong-nv@users.noreply.github.com>
* Add more regkey checks to cover the developer mode detections in multile Windows versions
---------
Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: Gangzheng Tong <gtong-nv@users.noreply.github.com>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* update slang-rhi
* adapt to new slang-rhi API
* enable slang-rhi agility sdk
* fix handling empty list
* disable failing slang-rhi tests
* format code
* fix slang-rhi-tests ci step
* skip running slang-rhi-tests
---------
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Add a new slang-test option `-enable-debug-layers`
A variable `disableDebugLayer` is renamed to `enableDebugLayers`,
and a corresponding command-line argument is added,
`-enable-debug-layers`.
The previous option `-disable-debug-layer` is still available, but it
prints a deprecation warning message.
The reason why it is added is to make the option available to both Debug
and Release. On Debug build, it will be enabled by default, and it will
be disabled on Release build. We should be able to not only disable it,
but also enable it on Release build.
Ideally this option should be enabled all the time, but currently there
are too many VUID error messages printed and we are enabling only for
Debug build for now.
Note that the CI/CD will run with the option disabled until we resolve
all of VUID errors.
|
| | |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* update slang-rhi submodule
* slang-rhi API changes
* disable agility sdk
* fix texture creation
* update formats in tests
* Extent3D rename
* use 1 mip level for 1D textures for Metal
* fix texture upload
* update to latest slang-rhi
* update slang-rhi
* format code
* update slang-rhi
* do not run texture-intrinsics test on metal
* update slang-rhi
* deal with failing tests
* fix more tests
* update slang-rhi
---------
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
Co-authored-by: Simon Kallweit <simon.kallweit@gmail.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>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* Plumb raytracing shaders through render-test-main
RenderTestApp is missing handling for RayTracing in a few places.
* fixup formatting
* enable optix test category by default
* Revert "enable optix test category by default"
This reverts commit d142068058a827843fd7ebcf89a6ec252fd3c69a.
---------
Co-authored-by: cheneym2 <acheney@nvidia.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>
|
| |
|
|
|
|
|
|
|
|
|
| |
* Clean up unused code
* Clean up support interface
* Rename the compile output requests to mark them DEPRECATED
---------
Co-authored-by: Yong He <yonghe@outlook.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.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* 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>
|
| |
|
|
|
| |
* Add groupshared atomic array test.
* Fix test.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* 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>
|
| |
|
|
|
| |
* 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.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* 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>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* 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
|
| |
|
|
|
| |
* use pass encoder api
* update slang-rhi
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* 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>
|
| |
|
|
|
|
|
|
|
| |
* update render test to use new slang-rhi API
* update slang-rhi
---------
Co-authored-by: Yong He <yonghe@outlook.com>
|
| |
|
|
|
|
|
|
|
| |
* Move switch statement bodies to their own lines
* format
---------
Co-authored-by: Yong He <yonghe@outlook.com>
|
| |
|
|
|
|
|
| |
* format
* Minor test fixes
* enable checking cpp format in ci
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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"
|
| |
|
|
|
|
|
|
|
| |
* update slang-rhi
* update render-test to use new slang-rhi apis
---------
Co-authored-by: Yong He <yonghe@outlook.com>
|
| |
|
|
|
| |
* update to latest slang-rhi
* do not build slang-rhi examples
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* 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>
|
| | |
|
| |
|
|
|
|
|
|
|
|
|
| |
* update slang-rhi
* fix render-test
* update slang-rhi
---------
Co-authored-by: Yong He <yonghe@outlook.com>
|
| | |
|
| |
|
|
|
|
|
|
|
|
|
| |
* 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>
|
| |
|
| |
Co-authored-by: Jay Kwak <82421531+jkwak-work@users.noreply.github.com>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* 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>
|
| | |
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
* 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>
|
| |
|
|
|
|
|
|
|
| |
* Fix compile failures when using debug symbol.
* Various fixes.
* Fix intrinsic.
* Fix test.
|
| |
|
|
|
|
|
| |
* SPIRV: Fix performance issue when handling large arrays.
* Add test for packing.
* Fix clang.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* 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.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* 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>
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* 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
|
| | |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* 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
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* 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
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* #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>
|
| |
|
|
|
| |
* Add AdapterLUID to identify GPU adapters
* Remove adapter option in render-test
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* #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.
|
| | |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* 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>
|