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* 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/
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* Add support for global generic parameters
(In-progress work)
This commit include:
1. Update Slang API to allow specification of generic type arguments in an `EntryPointRequest`
2. Add parsing of `__generic_param` construct, which becomes a GlobalGenericParamDecl, contains members of `GenericTypeConstraintDecl`.
3. Semantics checking will check whether the provided type arguments conform to the interfaces as defined by the generic parameter, and store SubtypeWitness values in the EntryPointRequest, which will be used by `specializeIRForEntryPoint` when generating final IR.
4. Add a new type of substitution - `GlobalGenericParamSubstitution` for subsittuting references to `__generic_param` decls or to its member `GenericTypeConsraintDecl` with the actual type argument or witness tables.
5. Update `IRSpecContext` to apply `GlobalGenericParamSubstitution` when specializing the IR for an EntryPointRequest.
6. Update `render-test` to take additional `type` inputs, which specifies the type arguments to substitute into the global `__generic_param` types.
This commit does not include ProgramLayout specialization.
* IR: pass through `[unroll]` attribute (#284)
The initial lowering was adding an `IRLoopControlDecoration` to the instruction at the head of a loop, but this was getting dropped when the IR gets cloned for a particular entry point.
The fix was simply to add a case for loop-control decorations to `cloneDecoration`.
* fix warnings
* IR: support `CompileTimeForStmt` (#286)
This statement type is a bit of a hack, to support loops that *must* be unrolled.
The AST-to-AST pass handles them by cloning the AST for the loop body N times, and it was easy enough to do the same thing for the IR: emit the instructions for the body N times.
The only thing that requires a bit of care is that now we might see the same variable declarations multiple times, so we need to play it safe and overwrite existing entries in our map from declarations to their IR values.
Of course a better answer long-term would be to do the actual unrolling in the IR. This is especially true because we might some day want to support compile-time/must-unroll loops in functions, where the loop counter comes in as a parameter (but must still be compile-time-constant at every call site).
* Add support for global generic parameters
(In-progress work)
This commit include:
1. Update Slang API to allow specification of generic type arguments in an `EntryPointRequest`
2. Add parsing of `__generic_param` construct, which becomes a GlobalGenericParamDecl, contains members of `GenericTypeConstraintDecl`.
3. Semantics checking will check whether the provided type arguments conform to the interfaces as defined by the generic parameter, and store SubtypeWitness values in the EntryPointRequest, which will be used by `specializeIRForEntryPoint` when generating final IR.
4. Add a new type of substitution - `GlobalGenericParamSubstitution` for subsittuting references to `__generic_param` decls or to its member `GenericTypeConsraintDecl` with the actual type argument or witness tables.
5. Update `IRSpecContext` to apply `GlobalGenericParamSubstitution` when specializing the IR for an EntryPointRequest.
6. Update `render-test` to take additional `type` inputs, which specifies the type arguments to substitute into the global `__generic_param` types.
progress on parameter binding
* Add a more contrived test case for specializing parameter bindings
* update render-test to align buffers to 256 bytes (to get rid of D3D complains on minimal buffer size).
* adding one more test case for parameter binding specialization.
* Cleanup according to @tfoleyNV 's suggestions.
* fix a bug introduced in the cleanup
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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.
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inputs for running test shaders with arbitrary parameter definitions.
This commit contains the parser of the resource input definition.
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testing framework.
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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.
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