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2021-12-07Check g++ version compatibility (#2044)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Test gcc >= 5.0 * Disable codegen for reflection tests. * Add parsing options. * Small comment changes to kick CI build.
2021-06-10CUDA layout corner cases/testing (#1881)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Add support for sizeOf/alignOf/offsetOf to stdlib. Add $G intrinsic expansion that works of the generic parameters not the param type * Test cuda layout. * Fix CUDA layout issues. Fix reflection to handle other built in types. Fix __offsetOf * Tests of reflection and layout as reported directly from CUDA. * Comment about use of aligned size as size. * Fix warning from VS. * Check alignment is pow2. * Small improvements to alignment calcs. * Tab to spaces. * Fix alignment pointer sizes on 32 bit OS for CUDA. * Fix CUDA reflection on 32 bit.
2020-08-03First pass support for Sampler Feedback (#1470)jsmall-nvidia
* Add the Feedback texture types. Depreciate SLANG_RESOURCE_EXT_SHAPE_MASK. * Starting point to test sampler feedback. * WIP on FeedbackSampler. * Use __target_intrinsic to override the output of sampler feedback types. * Use newer generic syntax for FeedbackTexture. * Reflects Feedback type. * SLANG_TYPE_KIND_TEXTURE_FEEDBACK -> SLANG_TYPE_KIND_FEEDBACK * Added reflection test. * Reneable issue with generics in sampler-feedback-basic.slang * Add methods to FeedbackTexture2D/Array. Make test cover test cases. * Sampler feedback produces DXC code. * Disabled Sampler feedback test - as requires newer version of DXC. * Fix bug in reflection tool output. * Fix problem with direct-spirv-emit.slang.expected due to update to glslang. * Fix direct-spirv-emit.slang * Use SLANG_RESOURCE_EXT_SHAPE_MASK again * Make Feedback be emitted as a textue type prefix. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com>
2020-03-02Feature/profile tool (#1251)jsmall-nvidia
* WIP slang-profile * Turn on symbols needed for profile. * Remove calls to slang API from core as doing so broke profiling information. Fix premake so slang-profile works on VS.
2020-02-11Make fixes for the attribute-error test case. (#1215)Tim Foley
There are two main fixes here: The first is to remove a memory leak in the reflection test tool, in the case where Slang compilation fails. There is no real reason to be using the reflection test tool for tests that produce diagnostics (we have the slangc tool for that), but it makes sense to go ahead and fix the leak rather than work around it. This was one of those leaks that could have been avoided with smart pointers and a COM-lite API. The second issue was that the logic for constructing an `AttributeDecl` based on a user-defined `struct` was not correctly setting the parent of the attribute decl. The code in question was a little hard to follow and had a few steps that didn't seem strictly necessary given its goals, so I went ahead and scrubbed+commented it to just do what made sense to me (and the tests still pass...). I'm not entirely happy with the design and implementation approach for user-defined attributes, so we might want to take another stab at it sooner or later. This change is not meant to address any design issues, and is just about fixing bugs in what is already there.
2020-01-08Cover a few corner cases in reflection API (#1163)Tim Foley
This change adds some new entry points to the reflection API to cover corner cases that a majority of applications won't care about. These are most likely to come up for users who want to make a complete copy of the Slang reflection information into a data format of their own design. All of the information is stuff that we already computed as part of layout, and just hadn't exposed: * Alignment information for type layouts. This is only useful for ordinary/uniform data; in all other cases alignment is always one. Even for uniform/ordinary data, it is unlikely that any application would actually make use of it. * Layout information for the result of an entry point function. This would be useful for applications that need to enumerate the varying outputs (user- or system-defined) of a shader. Having information available for `out` parameters but not the function result was inconsistent. * The "element type" of a parameter block type (e.g., going from `ParameterBlock<X>` to `X`). This seems to have been an oversight since `ConstantBuffer<X>` appears to have been implemented, and the case for a type *layout* was handled. * The "container" variable layout for a parameter block or constant buffer. It took a while for us to arrive at the current representation of layout for parameter groups, and most client code continues to use the original API that requires us to generated kludged "do what I mean" data. However, if we don't expose the more useful new representation fully, there is no way for users to take advantage of it! The reflection test tool has been updated to print the new information where it makes sense, which provides us some level of coverage for the new code. Unfortunately, this led to some cascading changes: * First, a bunch of the tests had their output changed since they include new information. That's the easy bit. * Next, the "container" and "element" var layouts don't actually have names (because there is no actual variable underlying them), which means that the code to emit variable names in the JSON dump needed to be condition. * Making the `"name"` output conditional messed up a lot of the delicate logic that had been dealing with when to emit commas for the output JSON (JSON uses commas as separators, and doesn't allow trailing commas). I added a bit of new infrastructure to make it simple(-ish) to track when a comma actually needs to be output.
2019-12-04Feature/string hash review (#1142)jsmall-nvidia
* * Added ConstArrayView * Made StringSlicePool have styles * Remove point about strings not having terminating 0 (they do), and restriction around "" * spCalcStringHash -> spComputeStringHash * Small code improvements. Closer to coding conventions. * Fix small bug with Empty adding c string. * Fix typo in assert. * Fix ArrayView compiling issue on gcc/clang. * Remove tabs. * Improve comments around StringSlicePool. Simplify getting the added slices.
2019-12-03getStringHash on string literals (#1140)jsmall-nvidia
* WIP getStringHash * Have a use. * Add slang-string-hash.h/.cpp * Use StringSlicePool for holding strings for StringHash. Add outputBuffer to string-literal-hash.slang so value can be tested. Ignore the GlobalHashedStringLiterals instruction on emit. * Add all the hashed string literals to ProgramLayout. * Add reflection support for hashed string literals to reflection test. * Fix string literal hash test. * Small fixes to pass test suite. * Fix issue in serialization where IRUse is not correctly initialized. * Fix problem initializing IRUse for string hash pass. Remove hack from slang-ir-specialize - specially handling if user is not null. * * Use shared builder when replacing getStringHash * Comments for functions in slang-ir-string-hash * Do not allow zero length string literals. Could be allowed, but doing so would require StringSlicePool to have a special case (or some other mechanism)
2019-04-25Feature/uint int definition (#954)jsmall-nvidia
* * Moved CPU determination macros to slang.h * Determine SlangUInt/SlangInt from the pointer width (determined from CPU macros) * Removed the UnambiguousInt and UnambigousUInt types - as a previous fragile work around * Removed UInt/Int definition from smart-pointer.h as now in common.h * * Remove ambiguity for PrettyWriter and ints * Improve comment around SlangInt/UInt * More fixes around ambiguity with PrettyWriter and integral types. * Disable VK on OSX. * Force CI to rebuild as spurious error.
2019-01-29Add support for user defined attributes.Yong He
2019-01-21Path simplification/hash mode, plus bug fixes (#788)jsmall-nvidia
* * Fix memory bug around expanding va_args - needed buffer to have space for terminating 0 * Fix problem with FileWriter defaults being globals, as memory they allocate, will only be freed after return from main - work around by making StdWriters RefObject derived, and kept in scope such the writers are destroyed before checks for leaks is found * Added SimplifyPathAndHash mode for CacheFileSystem - will simplify the path and see if simplified path is in cache before reading file (limiting amout of underlying file requests) * * Added calcReplaceChar * Renamed DefaultFileSystem to OSFileSystem * Made OSFileSystem convert windows \ to / on linux * Simplified logic for caching in CacheFileSystem. * Added pragma-once-c to add extra test, but also so there is an 'include' directory in preprocessor tests. * Small fixes in pragma once test. * Simplified cache handling path, so that paths/simplified paths area always added. * Improve naming of methods for different caches.
2019-01-11Fix some subtle bugs in D3D constant buffer layout (#771)Tim Foley
* Fix some subtle bugs in D3D constant buffer layout The root of the issue here is that the D3D constant buffer layout rules require 16-byte alignment for arrays and structures, but they do *not* round up the size of an array/structure type to account for that alignment. That means that in cases like the following: ```hlsl cbuffer C0 { float3 a[2]; float c0; } struct A { float4 x; float3 y; }; cbuffer C1 { A a; float c1; } ``` The `c0` and `c1` fields get an offset of 28 and not 32 like you might expect if the preceding array/structure field `a` had been padded out to match its 16-byte alignment. The actual fix here is relatively simple, and mostly amount to shuffling around some code in `type-layout.cpp` to ensure that the D3D constant buffer layout don't inherit the logic that was rounding up array/structure sizes. Along the way I took the opportunity to clean up the inheritance hierarchy by making the GLSL-family layout rules not try to share anythign with the D3D family (not that there is very little to share), which in turn allowed for some simplification of the GLSL side of things. Fixing this behavior changed the output of a few reflection tests. In the case of `tests/reflection/arrays.hlsl` the output confirmed that we had been producing bad reflection information in these kinds of cases. The output for `tests/reflection/matrix-layout.slang` also showed some bugs in our reflection, but these were overall more minor: we mis-reported the size of certain matrices as 64 bytes instead of 60, and as a result also computed the size of the overall constant buffer as 4 bytes bigger than needed. In all of these cases I double-checked the expected output against dxc to make sure that the new offsets/sizes are what we should have been producing in the first place. I also updated the reflection test harness to start outputting layout information for the element type of a structured buffer, which changed the output of `tests/reflection/structured-buffer.slang`, but this didn't show any change in what we reported: it is just information that wasn't in the output to begin with. Finally, I added two new tests around these subtle cases of buffer layout behavior (especially subtle because it varies across target APIs). The `tests/compute/buffer-layout.slang` test simply sets up a type to ilustrate the troublesome scenarios and then embeds it in both a constant buffer and structured buffer that will be backed by memory with sequential `int` values. We then read out the value of a field as a way to probe its de facto *offset* at runtime. This test doesn't really stress the Slang compiler (except for our ability to pass through the same type declarations to downstream compilers), but it is useful to confirm our expectations about where things land in memory. The `tests/reflection/buffer-layout.slang` test then uses the reflection test infrastructure to confirm that the same type declarations used in the compute test produce the expected offsets in our reported reflection information. Before the fixes in this change this test showed us producing dangerously incorrect results in our D3D reflection information, which has now been fixed to match the empirically-determined offsets from the compute test. * fixups based on review feedback
2019-01-07Feature/unique tool source names (#766)jsmall-nvidia
* Remove AppContext. Use StdChannels to hold writers, and TestToolUtil to hold test tool specific functionality. * StdChannels -> StdWriters * getStdOut -> getOut, getStdError -> getError * Renamed main.cpp files of tools to try and stop visual studio getting confused between files - such that clicking on an error takes editor to the right location.