| Commit message (Collapse) | Author | Age |
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* Revert "Disable OptiX tests by default. (#1331)"
This reverts commit e45f8c1f49855cebe90b6722324ec24146ff5a3d.
* Enable optix submodule to build
Add support for default entry points in compilation
Implemented logic to check for defined entry points in the module
when no explicit entry points are provided. If found, these entry points
are added to the `specializedEntryPoints` list, with the assumption that
no specialization is needed for them at this time.
* Disable optix if cuda is not enabled
* Add submodule OptixSDK path in search
* Distinguish user-explicit vs auto-detected SLANG_ENABLE_OPTIX
When SLANG_ENABLE_OPTIX is explicitly set by user and CUDA is not available,
show SEND_ERROR to maintain strict validation. When OptiX is auto-detected
(e.g., local submodule present) but CUDA unavailable, gracefully disable
with STATUS message to allow builds to continue.
This addresses review feedback to keep error for explicit requests while
handling auto-detection gracefully.
* Apply CMake formatting to SLANG_ENABLE_OPTIX validation logic
* revert: slang-rhi changes
as those are merged independently as in PR # slang-rhi#400
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* fix: add sampleCount and mipMaps to st2DMS_f32v4
Fix VUID-VkImageCreateInfo-samples-02257:
The Vulkan spec states: If an OpTypeImage has an MS operand 1,
its bound image must not have been created with
VkImageCreateInfo::samples as VK_SAMPLE_COUNT_1_BIT
* Fix VUID-VkShaderModuleCreateInfo-pCode-08740
Rename VK_KHR_COMPUTE_SHADER_DERIVATIVES_EXTENSION_NAME
to VK_NV_COMPUTE_SHADER_DERIVATIVES_EXTENSION_NAME
* fix: add sampleCount and mipMaps to st2DMS_f32v4
Fix VUID-VkImageCreateInfo-samples-02257:
The Vulkan spec states: If an OpTypeImage has an MS operand 1,
its bound image must not have been created with
VkImageCreateInfo::samples as VK_SAMPLE_COUNT_1_BIT
* Fix VUID-VkShaderModuleCreateInfo-pCode-08740
Rename VK_KHR_COMPUTE_SHADER_DERIVATIVES_EXTENSION_NAME
to VK_NV_COMPUTE_SHADER_DERIVATIVES_EXTENSION_NAME
* Fix VUID-vkCmdDispatch-None-06479
Use correct format for combined depth texture.
* Fix VUID-vkCmdDispatch-format-07753 by setting format
Parse filtering mode for sampler because the RGBA8* formats do not
support linear filtering
* Create MS texture type for sample count > 1
* Use different texture formats for depth compare and gather ops
* Use clearTexture for init the data for MS textures
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* 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>
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* 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.
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Fixes issue #6898
The -emit-spirv-via-glsl slang-test option has been broken for
some amount of time. Tests that were using it were operating as
if using -emit-spirv-directly, leading to many duplicated tests.
After fixing the test option, there were an number of errors that
appeared as a result.
This change fixes the broken test option and the resulting test
errors. Some of the test errors revealed some legitimate issues,
such as:
-The GLSL bitCount instrinsic only supports 32-bit integers and
requires emulation for other bit widths.
-Emitting GLSL 8-bit and 16-bit glsl integer types did not emit
the proper extension requirements
-Emitting GLSL and casting for 16-bit integers was missing a
closing parenthesis.
-Missing profile for GL_EXT_shader_explicit_arithmetic_types
-Missing toType cases for UInt8/Int8 for the kIROp_BitCast case
in tryEmitInstExprImpl.
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* Update spirv-tools to for SDK v2025.2
Fixes: #6850
* bump spirv version to 1.4 for op linkage
* skip-spirv-validation for coop mat
* add skip-spirv-validation option to slang session desc
* use SPV_ENV_UNIVERSAL_1_6 for spirv-tool env target
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>
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* 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>
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* Add a simple interface parameter test
Since there's no documentation, it's nice to have a simple test case in order to
experiment with this feature of the testing framework.
* Add shader entry point attributes to tests
* Fix specialization arguments for tests
- Add some missing arguments
- Rremove one extraneous argument.
* Stop using deprecated compile request in render-test
Use a session object instead of the deprecated compile request object.
This closes issue #4760.
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* Remove tests/compute/dump-repro
The -load-repro option is no longer maintained.
This helps to address issue #4760.
* Rename ShaderCompilerUtil::Output::session to globalSession
* Remove the load-repro codepath
* Lifetime bugfix
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* 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>
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* 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>
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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>
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* 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>
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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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This stops adding the repo root to the include path for anything linking
with slang. This enabled a bunch of convenient includes, but might lead
to confusing behavior for anyone including slang. Not to mention
differences including it from an install vs source.
Co-authored-by: Yong He <yonghe@outlook.com>
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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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* Clang-format excludes
* Add .clang-format
* Don't clang-format in external
* Missing includes and forward declarations
* Replace wonky include-once macro name
* neaten include naming
* Add clang-format to formatting script
* Add xargs and diff to required binaries
* add clang-format to ci formatting check
* Add max version check to formatting script
* temporarily disable checking formatting for cpp files
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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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D3D12Core.dll had been copied to a wrong directory and slang has been using D3D12Core.dll from the system directory, C:\windows\system32.
D3D12Core.dll has to be copied from external/slang-binaries/bin/windows-x64 to build/Release/bin/D3D12 not to build/Release/bin.
The same is true for the debug build and it had to be copied to build/Debug/bin/D3D12 not build/Debug/bin.
It hasn't been a problem for Release build, because the debug-layer is not enabled for Release build and it didn't cause the version mismatching problem with D3D12SDKLayers.dll. The Release build was loaded from either build/Release/bin or from C:\windows\system32, and it didn't matter which one was used.
The Debug build, however, got into a problem where D3D12Core.dll was loaded from the system directory whereas D3D12SDKLayers.dll was loaded from build/Debug/bin and it failed to load D3D12.dll entirely. This caused D3D12 to be "Not supported" for "Windows/Debug" configuration. Note that our CI explicitly excludes DX12 tests for the "Windows/Debug" configuration with a command-line argument "-api all-dx12", and DX12 tests were going to be ignored anyway.
The actual problem was observed when WGPU is implemented. WGPU started printing explicit errors for the load failure of D3D12.dll.
See more detailed explanation:
https://devblogs.microsoft.com/directx/gettingstarted-dx12agility/#d3d12sdkpath-should-not-be-the-same-directory-as-the-application-exe
Closes #5305
Closes #5276
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* Squash redundant move warnings
* Move C interface from slang.h to slang-deprecated.h
spGetBuildTagString remains, because it's useful to have before the
global session exists.
This C API is used quite pervasively in the C++ helpers (for example
slang::UserAttribute. It's not trivial to move these to
slang-deprecated.h as they're entangled with some enums which are
themselves used elsewhere in the compiler.
The fact that these helpers use the C API can be viewed as an
implementation detail for now, and this usage moved to slang-deprecated
in due course.
Closes https://github.com/shader-slang/slang/issues/4758
* Squash warnings for our usage of our deprecated API
---------
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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* Allow generic type deduction from ParameterBlock arguments.
* Fix test.
* Update expected failure list.
---------
Co-authored-by: Yong He <yhe@nvidia.com>
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Co-authored-by: Jay Kwak <82421531+jkwak-work@users.noreply.github.com>
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* Move the file public header files to `include` dir
Close the issue (#4635).
Move the following headers files to a `include` dir
located at root dir of slang repo:
slang-com-helper.h -> include/slang-com-helper.h
slang-com-ptr.h -> include/slang-com-ptr.h
slang-gfx.h -> include/slang-gfx.h
slang.h -> include/slang.h
Change cmake/SlangTarget.cmake to add include path to
every target, and change the source file to use
"#include <slang.h>" to include the public headers.
The source code update is by the script like follow:
```
fileNames_slang=$(grep -r "\".*slang\.h\"" source/ -l)
for fileName in "${fileNames_slang[@]}"
do
echo "$fileName"
sed -i "s/\".*slang\.h\"/\"slang\.h\"/" $fileName
done
```
* Fix the test issues
* Fix cpu test issues by adding include seach path
* Update cmake to not add include path for every target
Also change "#include <slang.h>" to "include "slang.h" " to
make the coding style consistent with other slang code.
* Change public include to private include for unit-test and slang-glslang
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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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resolves #3587 for GLSL & SPIR-V targets #3631 (#3810)
* [early push of code since memory qualifiers may be made into a seperate branch & pr and I rather make it simple to split the implementation if required]
all type & functions impl. for GLSL image type
added all memory qualifiers & tests for direct read/write [GLSL syntax] (DID NOT test or implement parameter qualifiers, that is next commit)
* this inlcudes emit-glsl & emit-spirv for qualifier decorations
* this also includes error handling
* this includes parsing
* full implementation other than Rect; all errors and basic tests are done & working
what is left:
1. need to now add Rect type support (additional TextureImpl flag)
2. tests
3. testing infrastructure to support variety of types
* testing framework now works with images of all types and imageBuffers -- next steps are actual tests
* push code for mostly working image atomics; missing int64/uint64 tests and slightly broken feature
likley due to missing code from master which I pushed for regular atomics
* fix all remaining shader image atomic issues and tests to work with float & i64/u64 fully
will now clean up code and squash the commits (since they are quite all over the place)
* refactor code to work & look correct, fix all regressions
Turned off tests for texture format R64 due to the shader use limitation of currently being only for storage buffers on most hardware (test fail cause, this is not allowed)
Changed raygen.slang & nv-ray-tracing-motion-blur.slang since both cross-compiled with glslang, which does not respect layout(rgba8) for RWBuffer's, in this scenario making the type into a SPIR-V rgba32f, which is incorrect and a known problem, this causes different code to be outputted from Slang & HLSL+GLSL->Slang paths
Clean up all code and better explain the "why" for the gimageDim definition we use various strings of Slang code, the gist is:
1. Parameters are structured as per IMAGE_PARAM keyword in spec, and we respect this in order to match specification (to allow easy code iteration)
2. sample parameters are required for functions
3. types are inconsistently named
fixed regression of breaking l-value lowering when r-value should be lowered (lower-to-ir)
fix compiler warnings
remove unneeded lambdas
`expr->type.isLeftValue = isMutableGLSLBufferBlockVarExpr(baseExpr) && (expr->type.hasReadOnlyOnTarget == false);` is an adjustment made such that a buffer block is mutable only if the block is mutable and the base expression is mutable (to handle case of readonly buffer block, immutable)
* remove rectangle parameter
* use proper const syntax and struct naming
* adjust syntax
* adjust modifier capabilitites: HLSL+GLSL --> GLSL. Notice most specifically, if the parent is a global struct we can put a memory qualifier, this does not include, struct inside a struct, with a member variable with a memory qualifier (since then you could use the struct in invalid ways). Added test for struct inside struct with member variable with memory qualifier.
adjust syntax and remove code which will rot
* adjust formatting for consistency
* addressing review feedback
addressing review feedback:
change testing code to handle int and float/half correctly in all cases
adjust testing code syntax as requested
change vkdevice code to fit a different form as requested
* adjust code as per requested for review:
1. adjusted testing code logic to handle non 0-1 values appropriately, notice int8_t will likley be the range and set order of {[0,127],[-1,-128]}, this is intentional
2. syntax adjustments for correctness
* trying to fix falcor regressions
* add back removed code for regression testing
* test removing changes which may break falcor
* Revert "test removing changes which may break falcor"
This reverts commit 240da97f06c23e98a26ac23cf1d385995c67b251.
* disable R64 support in attempt to fix falcor tests
* Revert "disable R64 support in attempt to fix falcor tests"
This reverts commit 317cb632eb2f47e980fc4aeafe418f8060f4c473.
* disable major device changes (still trying to figure out falcor fails -- locally working different than CI)
* test removing d3d changes
* remove all format changes
* add back removed code for regression testing
* try something to get code to work with falcor
* address review
* Add way to handle constref/ref/encapsulated texture objects with memory qualifiers as a parameter.
Fixed an issue (and improved codegen) for when we have a store(dst,load(src)) pattern, where dst is supposed to be equal to src for when resolving globalParam's (no need for work-arounds anymore)
* move recent-fix/change to textureType loading into a proper optimization pass which now runs after SPIR-V legalization to catch odd SPIR-V emitting after legalizing types for SPIR-V
* Revert most recent optimization pass change, add work around getting a unmangled global parameter address through a intrinsic op instead of spir-v intrinsic (works same as `__imagePointer()`)
* remove unneeded changes
* remove unneeded `__constref` in glsl.meta
* move memory qualifier checks to visitInvoke of check-expr.cpp
move GetLegalizedSPIRVGlobalParamAddr resolving to spirv-legalization pass
move error for "if using non texture type with memory qualifer in param" earlier such that we error with this first. No point in telling user "you are not putting correct memory qualifiers" when memory qualifiers should not have been used.
* add memory qualifier folding modifier 'MemoryQualifierCollectionModifier' to reduce searching and processing (later will be adapted to whole system) as suggested/asked.
The utility is a method to track memory qualifiers without doing a expensive linked-list traversal (image's have 4 modifiers normally).
* properly pass multiple qualifiers from checkModifier down to the `modifier`s list
* addressing review comments:
* change implementation to properly handle restrict modifier
* add comments about implementation for clarity
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* Add slangc interface to compile and use ir modules.
* Fix glsl scalar layout settings not copied to target.
* Fix.
* Cleanups.
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