summaryrefslogtreecommitdiff
path: root/tools/slang-test
AgeCommit message (Collapse)Author
2019-04-25Fixed building on CygWin with clang gcc (#953)jsmall-nvidia
* * Make Path:: use lowerCamel method names as per coding standard * Small improvements to make closer to standard * GetDirectoryName -> getParentDirectory - previous method name's action was somewhat unclear, hopefully this is better * * Can build on clang and gcc on CygWin * Fix problem on cygwin loading shared libraries * Renamed Path::isRelative to ::hasRelativeElement because isRelative implies the path is 'relative to the current path' and which isn't quite what it does * Documented how to build for CygWin * * Fix small bug creating platform shared library name. * Small typo fixes in building.md
2019-04-24* Make Path:: use lowerCamel method names as per coding standard (#952)jsmall-nvidia
* Small improvements to make closer to standard * GetDirectoryName -> getParentDirectory - previous method name's action was somewhat unclear, hopefully this is better
2019-04-23Feature/premake build (#951)jsmall-nvidia
* * Remove Makefile * Document how to create build using premake5 * Added support for finding the executable path * If binDir not set on command line use the executable path * Fix getting exe path on linux. * Removed CalcExecutablePath from Path:: interface, made implementation internal. * Documentation improvements. * Fixes based on review * Fix some typos * Removed unused/needed global
2019-04-02Feature/test improvements (#934)jsmall-nvidia
* First pass extract the test information by 'running tests'. * * Checking renderer availablilty * Using TestInfo to determine which tests are run and synthesized * Display if test is synthesized and what render api it's targetting * * Improved comments * Removed some dead code * Display ignored tests. * TestInfo -> TestRequirements * * Added DIAGNOSTIC_TEST type - test always runs (ie has no requirements). * Made diagnostic tests use DIAGNOSTIC_TEST * TestInfo -> TestRequirements * TestDetails holds TestRequirements and TestOptions * Fix debug typo.
2019-03-25Adapter selection for Renderer (#923)jsmall-nvidia
* * Make adapter used selectable on the command line * Added 'adapter' to Renderer::Desc with dx11, dx12, vk honoring it * GL will check that the renderer matches, but cannot select a specific device * Share functionality on dx adapter selection in D3DUtil Note - that on tests that use OpenGL and the adapter doesn't match it will ignore the test (and display a message that the appropriate device couldn't be started) * Small function name improvement. * Variable rename to match type. * Fix typo in Dx12 device selection. * * Add checking if an adapter is warp * Improve some comments
2019-03-18First pass support for half on vk (#912)jsmall-nvidia
* Look at getting half to work on vk. * Alter half test so can always produce consistent test results. * First pass working half on vk. * Improve comments for vulkan extensions around half. * Upgraded vulkan headers to v1.1.103 https://github.com/KhronosGroup/Vulkan-Headers * * Add getFeatures on Render interface * Vulkan renderer determines at startup if it can support half * Parse render-features on render-test * Small changes to half-calc.slang test. * Structured buffer half access works as expected for Vk, but isn't for dx12, so disable for now. * Require the half feature for renderers for the half-structured-buffer.slang test. * * Added ToolReturnCode to be more rigerous about how a return code is passed back from a tool * Added support for a tool being able to pass back an 'ignored' result. * Used enum codes to indicate meanings * Made spawnAndWait return a ToolReturnCode * Ignore tests that don't have required render-feature * Fix macro line continuation usage. * Check dx12 has half support. * Checking for half on dx12 - if CheckFeatureSupport fails, don't fail renderer initialization. * Fix typo.
2019-03-18* Added ToolReturnCode to be more rigerous about how a return code is passed ↵jsmall-nvidia
back from a tool (#911) * Added support for a tool being able to pass back an 'ignored' result. * Used enum codes to indicate meanings * Made spawnAndWait return a ToolReturnCode
2019-03-07Fix problems with synthesized tests and inconsitent render-test command ↵jsmall-nvidia
lines (#885) * * Check for inconsistent command line options for renderer * Moved RenderApiUtil into core so can be used in slang-test * Make it use the ShaderdLibrary for API testsing * Added some simplifying functions to StringUtil for spliting/comparisons * Refactored the synthesis of rendering tests so that inconsistent combinations are not produced * Add missing slang-render-api-util.cpp & .h * Stop warning on linux about _canLoadSharedLibrary not being used.
2019-02-11MemoryArena rewindability/Improved IRInst construction (#837)jsmall-nvidia
* Make MemoryArena rewindable. * Add test for rewinding MemoryArena * Use memory rewinding in IRInst lookup instead of malloc/free. * Small tidy. * Don't bother recreating instruction if after lookup it's found it's new. * Fix 32 bit signed compare issue.
2019-01-21Feature/file unique identity (#789)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. * Removed references to 'canonicalPath' and made 'uniqueIdentity' * * Re-add support for canonicalPath to ISlangFileSystem -> not for uniqueIdentifier but as a way to display 'canonicalPath' * Added peliminary support for being able to display verbose paths in a diagnostic * Added 'clearCache' support * Added verbose path support to SourceManager (now needs a ISlangFileSystemExt to do this) * Added support for '-verbose-path' option to slangc and slang-test.
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.
2019-01-17Feature/hash for source identity (#786)jsmall-nvidia
* * Added COMMAND_LINE_SIMPLE test type * Made how spawning works controllable by paramter/type SpawnType * Made break-outside-loop and global-uniform run command line slangc * calcRelativePath -> calcCombinedPath * Add 64 bit version of GetHash. * Add support for Hash based mode for CacheFileSystem.
2019-01-16Feature/external compiler reporting (#776)jsmall-nvidia
* Added support for converting SlangResult to string in PlatformUtil. * * Added reportExternalCompilerError * Made external compilers use this * Made DiagnosticSink accept UnownedStringSlice * Made emitXXX compiler functions return SlangError * Use smart pointers to handle life of Com interfaces * * Make SlangResult compatible with HRESULT for some common cases. * Make PlatformUtil::appendResult return SlangResult * Compile check SLANG_RESULT. * Add tests for checking diagnostics from external compilers. * * Make external compiler tests only run on windows for now. * Added 'windows' and 'unix' categories * Added categories based on what backends are available. Will make more tests run on linux and handle case where dxcompiler is not available on appveyor. * * Added spSessionCheckPassThroughSupport * Use to determine whats available for categories for tests * Add support for outputting source filename/s when using pass through.
2019-01-16Add proper IR codegen support for local static const variables (#779)Tim Foley
Previously the IR codegen logic was treating function-scope `static const` variables just like `static` variables, which results in them generating less efficient output HLSL/GLSL. This change special-cases function-local `static const` variables with logic that mirrors how we handle global-scope `static const` variables. The approach in this change attempts to find a simpler solution to deal with `static const` variables inside of generic functions than what is currently done for `static` variables in generic functions, but I haven't tested whether that works in practice, so I didn't apply the same approach to the plain `static` case. That would make a good follow-on change. I've included a single test case to demonstrate that with this fix the Slang compiler generates output DXBC that uses an indexable "immediate" constant buffer, whereas without the fix it generates an array in local memory (slow).
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.
2018-12-21Feature/remove app context (#765)jsmall-nvidia
* Remove AppContext. Use StdChannels to hold writers, and TestToolUtil to hold test tool specific functionality. * StdChannels -> StdWriters * getStdOut -> getOut, getStdError -> getError
2018-12-21* Made 'sub command' git-like - with parameters before going to slang-test ↵jsmall-nvidia
and after going to the tool (#764) * Document some of the changes to command line invocation * Make -v option display the effective command that is being used to run the test
2018-12-18Fix for byte-address buffers on Vulkan (#760)Tim Foley
* Fix output comparison for compute tests There was some vestigial logic there that was first doing a string-based comparison of actual/expected output, and then falling back to a path that parsed the expected output as a float, then converted that to an integer, then printed that integer in hex, and did the comparison with the result of that conversion. I'm not even clear on what that code was trying to accomplish, but its main effect was allowing a test failure to slide by unnoticed becaues somehow an all-zeroes actual output file was matching an expected output file with no zeros. My understanding is that it went something like this: * The first line of expected output was `A` (as in hexidecimal for the decimal integer `10`), and the first line of actual output was `0`. * The `StringToFloat` function was failing on the input string `"A"` and returned `0.0` to indicate failure (rather than reporting any kind of error) * We then converted the `0.0` to integer `0` and converted it to a base-16 string `"0"` * The comparison to the actual output passed, and then a careless early exit in the comparison loop meant that a full test would pass as soon as one line of output passed according to this "second change" logic. This change removes the broken code in the test runner since nothing was relying on it, other than the one broken test case we wanted to fix anyway. * Fix the declarations of byte-address buffer methods for Vulkan The HLSL `ByteAddressBuffer` and `RWByteAddressBuffer` types have methods `Load` and `Store` that take *byte* offsets from the start of the buffer, but we translate them into GLSL that uses `uint[]` array, so that indexing into that array will be off by a factor of four. Somehow the code for mutable byte address buffers was written to add 4, 8, and 12 bytes to the base offset of a vector to get to its subsequent components, but I never thought about the implications this would have for the base address itself. This change includes the following fixes: * Any place in the translation of a byte-address `Load` or `Store` method that was using the address/offset value has been changed to use `$1 / 4` instead of `$1`. * The offsets of 4, 8, and 12 have been changed to 1, 2, and 3 since they are now being added to an *index* instead of a byte offset * The `GetDimensions` methods have introduced a factor of `* 4` to account for the fact that they need to return a byte size and not a count of elements. With this change the existing `byte-address-buffer` test now produces the desired output under Vulkan.
2018-12-17Feature/test tool shared libraries (#758)jsmall-nvidia
* Remove circular reference to renderer on Vk & D3D12 DescriptorSetImpl * Refactor Stbi image loading such that memory is correctly freed when goes out of scope. Added Crt memory dump at termination. Reduced erroneous reporting by scoping TestContext. * Used capitalized acronym for STBImage to keep Tim happy. * Split out TestReporter - to just handle reporting test results Split out Options Made TestContext hold options, and the reporter Removed remaining memory leaks. * Small optimization for rawWrite, such that it directly writes over print.. * Improve comments on TestCategorySet * Fix typos in TestCategorySet * Made slangc a cpp file as part of slang-test (removing need for separate project/shared library). * * Made all test tools only available as dlls. * Made possible to invoke test tool dll from command line slang-test slangc [--bindir xxx] options to slangc * Fix Visual Studio projects that are no longer needed.
2018-12-14Fix memory leaks around slang-test (#757)jsmall-nvidia
* Remove circular reference to renderer on Vk & D3D12 DescriptorSetImpl * Refactor Stbi image loading such that memory is correctly freed when goes out of scope. Added Crt memory dump at termination. Reduced erroneous reporting by scoping TestContext. * Used capitalized acronym for STBImage to keep Tim happy. * Split out TestReporter - to just handle reporting test results Split out Options Made TestContext hold options, and the reporter Removed remaining memory leaks. * Small optimization for rawWrite, such that it directly writes over print.. * Improve comments on TestCategorySet * Fix typos in TestCategorySet
2018-12-13Remove memory and resource leaks (#754)jsmall-nvidia
* Remove circular reference to renderer on Vk & D3D12 DescriptorSetImpl * Refactor Stbi image loading such that memory is correctly freed when goes out of scope. Added Crt memory dump at termination. Reduced erroneous reporting by scoping TestContext. * Used capitalized acronym for STBImage to keep Tim happy.
2018-12-12Running tests in slang-test process (#740)jsmall-nvidia
* First pass at having an interface to write text to that can be replaced. Simplifed and made more rigerous the interface used to write formatted strings. * Added AppContext to simplify setting up and parsing around of streams. * Added more simplified way to get the std error/out from AppContext. * Work in progress using dll for tools to speed up testing. * First pass at ISlangWriter interface. * Added support for writing VaArgs. Added NullWriter. * Use ISlangWriter for output. * Use ISlangWriter for output - replacing OutputCallback. Make IRDump go to ISlangWriter * SlangWriterTargetType -> SlangWriterChannel Improvements around AppContext * Shared library working with slang-reflection-test. * Dll testing working for render-test. * Include va_list definintion from header. * Fix errors from clang. * Fix typo for linux. * Added -usexes option * Fix typo. * Fix arguments problem on linux. * Fix typo for linux. * Add windows tool shared library projects. * Fix warning from x86 win build. Fix signed warning from slang-test/main.cpp * First attempt at getting premake to work on travis, and run tests. * Try moving build out into script. * Invoke bash scripts so they don't have to be executable. * Drive configuration/tests from env parameters set by travis * Try using source to run travis tests. * Remove the build.linux directory - but doing so will overwrite Makefile. * Made -fno-delete-null-pointer-checks gcc only. * Try to fix warning from -fno-delete-null-pointer-checks * Turn of warnings for unknown switches. * Try to make premake choose the correct tooling. * Disabled missing braces warning. * Disable -Wundefined-var-template on clang. * -Wunused-function disabled for clang. * Fix typo due to SlangBool. * Remove this nullptr tests. * "-Wno-unused-private-field" for clang. * Added "-Wno-undefined-bool-conversion" * Add DominatorList::end fix. * Split scripts into travis_build.sh travis_test.sh * Fix gcc/clang template pre-declaration issue around QualType. * Fix premake to build such that pthread correctly links with slang-glslang
2018-12-10Remove the "VM" and "bytecode" features (#745)Tim Foley
* Remove the "VM" and "bytecode" features The "bytecode" in `bc.{h,cpp}` was an initial attempt at a serialized encoding for the Slang IR, but we now have the `ir-serialize.{h,cpp}` approach which was has been kept up to date much better. Similarly, the "VM" in `vm.{h,cpp}` was intended to be a system for interpreting Slang code in the bytecode format directly (so that you could load and evaluate code in a Slang module in a lightweight fashion). This never got used past a single test, which we eventually disabled. There are good ideas in some of this code, but at this point the implementations have bit-rotted to a point where trying to maintain it is more costly than it would be to re-created it if/when we ever decide these features are important again. * fixup: remove slang-eval-test from Makefile
2018-11-28* Renamed spSessionHasCompileTargetSupport to ↵jsmall-nvidia
spSessionCheckCompileTargetSupport. (#728) * Improved return codes from spSessionCheckCompileTargetSupport
2018-11-21Feature/early depth stencil (#727)jsmall-nvidia
* First pass support for early depth stencil. * Add a simple test to check if output has attributes. * Use cross compilation to test [earlydepthstencil] on glsl. * If target is dxil, use dxc to test against. Add hlsl to test earlydepthstencil against. * * Added spSessionHasCompileTargetSupport * Made slang-test use spSessionHasCompileTargetSupport to ignore tests that cannot run
2018-11-09Feature/teamcity output (#715)jsmall-nvidia
* First pass support for TeamCity compatible output. * Remove reset of counters on starting suite - so summary is over all suites.
2018-10-30Feature/serial string pool refactor (#702)jsmall-nvidia
* Ongoing serialization for full debug work. * Use StringRepresentationCache and StringSlicePool for serialization. * Removed some older path handling for serialization which had some wrong underlying assumptions. * Builds with refactored use of SubStringPool in ir-serialize. * Removed prohibitedCategories because not used anywhere. * Add category 'compatibility-issue' * Remove work in progress on debug serialization.
2018-10-29Rework command-line options handling for entry points and targets (#697)Tim Foley
* Rework command-line options handling for entry points and targets Overview: * The biggest functionality change is that the implicit ordering constraints when multiple `-entry` options are reversed: any `-stage` option affects the `-entry` to its *left* instead of to its *right* as it used to. This is technically a breaking change, but I expect most users aren't using this feature. * The options parsing tries to handle profile versions and stages as distinct data (rather than using the combined `Profile` type all over), and treats a `-profile` option that specifies both a profile version and a stage (e.g., `-profile ps_5_0`) as if it were sugar for both a `-profile` and a `-stage` (e.g., `-profile sm_5_0 -stage fragment`). * We now technically handle multiple `-target` options in one invocation of `-slangc`, but do not advertise that fact in the documentation because it might be confusing for users. Similar to the relationship between `-stage` and `-entry`, any `-profile` option affects the most recent `-target` option unless there is only one `-target`. * The logic for associating `-o` options with corresponding entry points and targets has been beefed up. The rule is that a `-o` option for a compiled kernel binds to the entry point to its left, unless there is only one entry point (just like for `-stage`). The associated target for a `-o` option is found via a search, however, because otherwise it would be impossible to specify `-o` options for both SPIR-V and DXIL in one pass. * The handling of output paths for entry points in the internal compiler structures was changed, because previously it could only handle one output path per entry point (even when there are multiple targets). The new logic builds up a per-target mapping from an entry point to its desired output path (if any). Details: * Support for formatting profile versions, stages, and compile targets (formats) was added to diagnostic printing, so that we can make better error messages. This is fairly ad hoc, and it would be nice to have all of the string<->enum stuff be more data-driven throughout the codebase. * Test cases were added for (almost) all of the error conditions in the current options validation. The main one that is missing is around specifying an `-entry` option before any source file when compiling multiple files. This is because the test runner is putting the source file name first on the command line automatically, so we can't reproduce that case. * Several reflection-related tests now reflect entry points where they didn't before, because the logic for detecting when to infer a default `main` entry point have been made more loose * On the dxc path, beefed up the handling of mapping from Slang `Profile`s to the coresponding string to use when invoking dxc. * A bunch of tests cases were in violation of the newly imposed rules, so those needed to be cleaned up. * There were also a bunch of test cases that had accidentally gotten "disabled" at some point because there were comparing output from `slangc` both with and without a `-pass-through` option, but that meant that any errors in command-line parsing produced the *same* error output in both the Slang and pass-through cases. This change updates `slang-test` to always expect a successful run for these tests, and then manually updates or disables the various test cases that are affected. * When merging the updated test for matrix layout mode, I found that the new command-line logic was failing to propagate a matrix layout mode passed to `render-test` into the compiler. This was because the `-matrix-layout*` options were implemented as per-target, but the target was being set by API while the option came in via command line (passed through the API). It seems like we want matrix layout mode to be a global option anyway (rather than per-target), so I made that change here. * Add missing expected output files * A 64-bit fix * Remove commented-out code noted in review
2018-10-26Feature/file system cache (#692)jsmall-nvidia
* First pass at caching file system. * default-file-system -> slang-file-system fix problem with location("build.linux") confusing windows build for now. * Added CompressedResult Fix problem in Result construction with it being unsigned * Add support for Path simplification. * Testing for Path::Simplify. * Refactored CacheFileSystem - automatically handles ISlangFileSystem or ISlangFileSystemExt appropriately. Removed WrapFileSystem - because wasn't possible to emulate some of the behavior if just loadFile is implemented. Split out StringBlob - so that no need to convert between ISlangBlob and String repeatidly. * Remove unwanted code in ~CompileRequest
2018-10-25Feature/premake linux (#689)jsmall-nvidia
* Premake work in progress for linux. * Added dump function. * Remove examples on linux Small warning fix. * * Don't build render-test on linux * Removed work around virtual destructor warning, and just used virtual dtor for simplicity * Git ignore obj directories * Fix premake working on windows. * * Fix sprintf_s functions * Make generates arg parsing more robust * Added FloatIntUnion to avoid type punning/strong aliasing issues, and repeated union definitions. * Work around problems building on linux with getClass claiming a strict aliasing issue. * Fix for targetBlock appearing potentiall used unintialized to gcc. * Linux slang link options -fPIC to make dll. * Add -fPIC to build options on linux. * Add -ldl for linux on slang. * Fixes to try and get premake working with .so on linux. * Make core compile with -fPIC * Try to fix linux linking with --no-as-needed before -ldl * Add rpath back. * Remove render-gl from linux build. * Re-add location for linux. * Don't include <malloc.h> except on windows. * Remove unused line to fix warning on osx. * Remove ambiguity on OSX for operator <<. * Fixing ambiguity with operator overloading and Int types for OSX. * Fix ambiguity around UInt and operator * Fix ambiguity of UInt conversion for OSX. * Added UnambiguousInt and UnambiguousUInt to make it easier to work around OSX integer coercion for UInt/Int types.
2018-10-16Feature/include refactor (#675)jsmall-nvidia
* Refactor of path handling. * Added PathInfo * Changed ISlangFileSystem - such that has separate concepts of reading a file, getting a relative path and getting a canonical path * Added support for getting a canonical path for windows/linux * Made maps/testing around canonicalPaths * User output remains around 'foundPath' - which is the same as before * Small improvements around PathInfo * Added a type and make constructors to make clear the different 'path' uses * Fixed bug in findViewRecursively * Checking and reporting for ignored #pragma once. * Removed SLANG_PATH_TYPE_NONE as doesn't serve any useful purpose. * Improve comments in slang.h aroung ISlangFileSystem * Remove the need for <windows.h> in slang-io.cpp * Ran premake5. * Improvements and fixes around PathInfo. * Fix typo on linix GetCanonical * Make the ISlangFileSystem the same as before, and ISlangFileSystem contain the new methods. Internally it always uses the ISlangFileSystemExt, and will wrap a ISlangFileSystem with WrapFileSystem, if it is determined (via queryInterface) that it doesn't implement the full interface.
2018-10-12Add a warning on missing return, and initial SCCP pass (#671)Tim Foley
* Add a warning on missing return, and initial SCCP pass The user-visible feature added here is a diagnostic for functions with non-`void` return type where control flow might fall off the end. This *sounds* like a trivial diagnostic to add as part of the front-end AST checking, but that can run afoul of really basic stuff like: ```hlsl int thisFunctionisOkay(int a) { while(true) { if(a > 10) return a; a = a*2 + 1; } // no return here! } ``` This function "obviously" doesn't need to have a `return` statement at the end there, but realizing this fact relies on the compiler to understand that the `while(true)` loop can't exit normally, and doesn't contain any `break` statement. One can write "obvious" examples that need more and more complex analysis to rule out. The answer Slang uses for stuff like this is to do the analysis at the IR level right after initial code generation (this would be before serialization, BTW, so that attached `IRHighLevelDeclDecoration`s can be used). When lowering the AST to the IR, we always emit a `missingReturn` instruction (a subtype of `IRUnreachable`) at the end of its body if it isn't already terminated. The IR analysis pass to detect missing `return` statements is then as simple as just walking through all the functions in the module and making sure they don't contain `missingReturn` instructions. For that simple pass to work, we first need to make some effort to remove dead blocks that control flow can never reach. This change adds a very basic initial implementation of Spare Conditional Constant Propagation (SCCP), which is a well-known SSA optimization that combines constant propagation over SSA form with dead code elimination over a CFG to achieve optimizations that are not possible with either optimization along. For the moment, we don't actually implement any constant *folding* as part of the SCCP pass, so we can eliminate the dead block in a case like the function above (and those in the test case added in this change), but will not catch things like a `while(0 < 1)` loop. Handling more "obvious" cases like that is left for future work. * fixup: warning on unreachable code * Handle case where user of an inst isn't in same function/code The code as assuming any instruction in the SSA work list has to come from the function/code being processed, but this misses the case where an instruction in a generic has a use inside the function that the generic produces. This change adds code to guard against that case.
2018-10-10Feature/source loc refactor (#668)jsmall-nvidia
* * Remove the need for IRHighLevelDecoration in Emit * Use the IRLayoutDecoration for GeometryShaderPrimitiveTypeModifier * Initial look at at variable byte encoding, and simple unit test. * Fixing problems with comparison due to naming differences with slang/fxc. * * More tests and perf improvements for byte encoding. * Mechanism to detect processor and processor features in main slang header. * Split out cpu based defines into slang-cpu-defines.h so do not polute slang.h * Support for variable byte encoding on serialization. * Removed unused flag. * Fix warning. * Fix calcMsByte32 for 0 values without using intrinsic. * Fix a mistake in calculating maximum instruction size. * Introduced the idea of SourceUnit. * Small improvements around naming. Add more functionality - including getting the HumaneLoc. * Add support for #line default * Compiling with new SourceLoc handling. * Fix off by one on #line directives. * Can use 32bits for SourceLoc. Fix serialize to use that. * Small fixes and comment on usage. * Premake run. * Fix signed warning. * Fix typo on StringSlicePool::has found in review.
2018-10-09Feature/var byte encoding (#665)jsmall-nvidia
* * Remove the need for IRHighLevelDecoration in Emit * Use the IRLayoutDecoration for GeometryShaderPrimitiveTypeModifier * Initial look at at variable byte encoding, and simple unit test. * Fixing problems with comparison due to naming differences with slang/fxc. * * More tests and perf improvements for byte encoding. * Mechanism to detect processor and processor features in main slang header. * Split out cpu based defines into slang-cpu-defines.h so do not polute slang.h * Support for variable byte encoding on serialization. * Removed unused flag. * Fix warning. * Fix calcMsByte32 for 0 values without using intrinsic. * Fix a mistake in calculating maximum instruction size.
2018-10-04 Support cross-compilation of ray tracing shaders to Vulkan (#663)Tim Foley
* Move to newer glslang * Support cross-compilation of ray tracing shaders to Vulkan This change allows HLSL shaders authored for DirectX Raytracing (DXR) to be cross-compiled to run with the experimental `GL_NVX_raytracing` extension (aka "VKRay"). * The GLSL extension spec is marked as experimental, so that any shaders written using this support should be ready for breaking changes when the spec is finalized. * "Callable shaders" are not exposed throug the GLSL extension, so this feature of DXR will not be cross-compiled. * The experimental Vulkan raytracing extension does not have an equivalent to DXR's "local root signature" concept. This does not visibly impact shader translation (because the local/global root signature mapping is handled outside of the HLSL code), but in practice it means that applications which rely on local root signatures on their DXR path will not be able to use the translation in this change as-is; more work will be needed. The simplest part of the implementation was to go into the Slang standard library and start adding GLSL translations for the various DXR operations. In some cases, like mapping `IgnoreHit()` to `ignoreIntersectionNVX()` this is almost trivial. The various functions to query system-provided values (e.g., `RayTMin()`) were also easy, with the only gotcha being that they map to variables rather than function calls in GLSL, and our handling of `__target_intrinsic` assumes that a bare identifier represents a replacement function name, and not a full expression, so we have to wrap these definitions in parentheses. The tricky operations are then `TraceRay<P>()` and `ReportHit<A>()`, because these two are generics/templates in HLSL. GLSL doesn't support generics, even for "standard library" functions, so the raytracing extension implements a slightly complex workaround: the matching operations `traceNVX()` and `reportIntersectionNVX()` pass the payload/attributes argument data via a global variable. That is, shader code for the GLSL extensions writes to the global variable and then calls the intrinsic function. The linkage between the call site and the global is established by a modifier keyword (`rayPayloadNVX` and `hitAttributeNVX`, respectively) and in the case of ray payload also uses `location` number to identify which payload global to use (since a single shader can trace rays with multiple payload types). Our translation strategy in Slang tries to leverage standard language mechanisms instead of special-case logic. For example, to translate the `ReportHit<A>()` function, we provide both a default declaration that will work for HLSL (where the operation is built-in with the signature given), and a *definition* marked with the `__specialized_for_target(glsl)` modifier. The GLSL definition declares a function `static` variable that will fill the role of the required global, and then does what the GLSL spec requires: assigns to the global, and then calls the `reportIntersectionNVX` builtin (which we declare as a separate builtin). Our ordinary lowering process will turn that `static` variable into an ordinary global in the IR, and the `[__vulkanHitAttributes]` attribute on the variable will be emitted as `hitAttributeNVX` in the output. There is no additional cross-compilation logic in Slang specific to `ReportHit<A>()` - the target-specific definition in the standard library Just Works. The case for `TraceRay<P>()` is a bit more complicated, simply because the GLSL `traceNVX()` function needs to be passed the `location` for the payload global. We implement the payload global as a function-`static` variable, with the knowledge that every unique specialization of `TraceRay<P>()` will generate a unique global variable of type `P` to implement our function-`static` variable. We then add a slightly magical builtin function `__rayPayloadLocation()` that can map such a variable to its generated `location`; the logic for this is implemented in `emit.cpp` and described below. We also changed the `RayDesc` and `BuiltinTriangleIntersectionAttributes` types from "magic" intrinsic types over to ordinary types (because the GLSL output needs to declare them as ordinary `struct` types). This ends up removing some cases in the AST and IR type representations. By itself this change would break HLSL emit, because in that case the types really are intrinsic. We added a `__target_intrinsic` modifier to these types to make them intrinsic for HLSL, and then updated the downstream passes to handle the notion of target-intrinsic types. The logic for binding/layout of entry point inputs and outputs was updated so that raytracing stages don't follow the default logic for varying input/output parameters. This is because the input/output parameters of a raytracing entry point aren't really "varying" in the same sense as those in the rasterization pipeline. In particular, the SPIR-V model for raytracing input and output treats "ray payload" and "hit attributes" parameters as being in a distinct storage class from `in` or `out` parameters. We also detect cases where a ray tracing stage declares inputs/outputs that it shouldn't have. This logic could conceivably be extended to other stages (e.g., to give an error on a compute shader with user-defined varying input/output). The type layout logic added cases for handling raytracing payload and hit-attribute data, but this is currently just a stub implementation that follows the same logic as for varying `in` and `out` parameters (it cannot give meaningful byte sizes/offsets right now). To my knowledge the GLSL spec doesn't currently specify anything about layout, and I haven't read the DXR spec language carefully enough to know what it says about layout. A future change should update the layout logic to allow for byte-based layout of ray payloads, etc. so that we can query this information via reflection. The GLSL legalization logic in `ir.cpp` was updated to factor out the per-entry-point-parameter code into its own function, and then that function was updated to special-case the input/output of a ray-tracing shader. While for rasterization stages we typically want to take the user-declared input/output and "scalarize" it for use in GLSL (in part to deal with language limitations, and in part to tease system values apart from user-defined input/output), the GLSL spec for raytracing requires payload and hit attribute parameters to be declared as single variables. There is also the issue that even for an `in out` parameter, a ray payload parameter should only turn into a single global, whereas the handling for varying `in out` parameters generates both an `in` and an `out` global for the GLSL case. Other than the handling of entry point parameters, the GLSL legalization pass doesn't need to do anything special for ray tracing shaders. The trickiest change in the `emit.cpp` logic is that we now generate `location`s for ray payload arguments (the outgoing from a `TraceRay()` call) on demand during code generation. This is a bit hacky, and it would be nice to handle it as a separate pass on the IR rather than clutter up the emit logic, but this approach was expedient. Basically, any of the global variables that got generated from the `static` declarations in the standard library implementation of `TraceRay()` will trigger the logic to assign them a `location`. The logic for emitting intrinsic operations added a few new `$`-based escape sequences. The `$XP` case handles emitting the location of a generated ray payload variable; this is how we emit the matching location at the site where we call `traceNVX`. The `$XT` case emits the appropriate translation for `RayTCurrent()` in HLSL, because it maps to something different depending on the target stage. All of the test cases here consist of a pair of an HLSL/Slang shader written to the DXR spec, plus a matching GLSL shader for a baseline. The GLSL shaders are carefully designed so that when fed into glslang they will produce the same SPIR-V as our cross-compilation process. This kind of testing is quite fragile, but it seems to be the best we can do until our testing framework code supports *both* DXR and VKRay. A bunch of the core changes ended up being blocked on issues in the rest of the compiler, so some additional features go implemented or fixed along the way: The first big wall this work ran into was that the `__specialized_for_target` modifier hasn't actually been working correctly for a while. It turns out that for the one function that is using it, `saturate()`, we have been outputting the workaround GLSL function in *all* cases (including for HLSL output) rather than only on GLSL targets. The problem here is that for a generic function with a `__specialized_for_target` modifier or a `__target_intrinsic` modifier, the IR-level decoration will end up attached to the `IRFunc` instruction nested in the `IRGeneric`, but the logic for comparing IR declarations to see which is more specialized (via `getTargetSpecializationLevel()`) was looking only at decorations on the top-level value (the generic). The quick (hacky) fix here is to make `getTargetSpecializationLevel()` try to look at the return value of a generic rather than the generic itself, so that it can see the decorations that indicate target-specific functions. A more refined fix would be to attach target-specificity decorations to the outer-most generic (to simplify the "linking" logic). The only reason not to fold that into the current fix is that the `__target_intrinsic` modifier currently serves double-duty as a marker of target specialization *and* information to drive emit logic. The latter (the emit-related stuff) currently needs to live on the `IRFunc`, and moving it to the generic could easily break a lot of code. This needs more work in a follow-on fix, but for now target specialization should again be working. The other big gotcha that the simple "just use the standard library" strategy ran into was that function-`static` variables weren't actually implemented yet, and in particular function-`static` variables inside of generic functions required some careful coding. The logic in `lower-to-ir.cpp` has this `emitOuterGenerics()` function that is supposed to take a declaration that might be nested inside of zero or more levels of AST generics, and emit corresponding IR generics for all those levels. This is needed because two different AST functions nested inside a single generic `struct` declaration should turn into distinct `IRFunc`s nested in distinct `IRGeneric`s. The tricky bit to making that all work is that the same AST-level generic type parameter will then map to *different* IR-level instructions (the parameters of distinct `IRGeneric`s) when lowering each function. The existing logic handled this in an idiomatic way by making "sub-builders" and "sub-contexts." This change refactors some of the repeated logic into a `NestedContext` type to help simplify the pattern, and applies it consistently throughout the `lower-to-ir.cpp` file. Besides that cleanup, the major change is `lowerFunctionStaticVarDecl` which, unsurprisingly, handles lower of function-`static` variables to IR globals. The careful handling of nested contexts here is needed because if we are in the middle of lowering a generic function, then a `static` variable should turn into its *own* `IRGeneric` wrapping an `IRGlobalVar`. The body of the function should refer to the global variable by specializing the global variable's `IRGeneric` to the parameters of the *functions* `IRGeneric`. This tricky detail is handled by `defaultSpecializeOuterGenerics`. An additional subtlety not actually required for this raytracing work (and thus not properly tested right now) is handling function-`static` variables with initializers. These can't just be lowered to globals with initializers, because HLSL follows the C rule that function-`static` variables are initialized when the declaration statement is first executed (and this could be visible in the presence of side-effects). The lowering strategy here translates any `static` variable with an initializer into *two* globals: one for the actual storage, plus a second `bool` variable to track whether it has been initialized yet. There are some opportunities to optimize this case, especially for `static const` data, but that will need to wait for future changes. We've slowly been shifting away from the model where a user thinks of a "profile" as including both a stage and a feature level. Instead, the user should think about selecting a profile that only describes a feature level (e.g., `sm_6_1`, `glsl_450`, etc.), and then separately specifying a stage (`vertex`, `raygeneration, etc.) for each entry point. The challenge here is that the command-line processing still only had a single `-profile` switch, and no way to specify the stage. Adding the `-stage` option was relatively easy, but making it work with the existing validation logic for command-line arguments was tricky, because of the complex model that `slangc` supports for compiling multiple entry points in a single pass. * In `slang.h` add new reflection parameter categories for ray payloads and hit attributes, as part of entry point input/output signatures. * A previous change already updated our copy of glslang to one that supports the `GL_NVX_raytracing` extension, so in `slang-glslang.cpp` we just needed to map Slang's `enum` values for the raytracing stage names to their equivalents in the glslang code. * Moved the logic for looking up a stage by name (`findStageByName()`) out of `check.cpp` and into `compiler.cpp`, with a declaration in `profile.h` * Added a `$z` suffix to the GLSL translation of `Texture*.SampleLevel()`, to handle cases where the texture element type is not a 4-component vector. Note that this fix should actually be applied to *all* these texture-sampling operations, but I didn't want to add a bunch of changes that are (clearly) not being tested right now. * The layout logic for entry points was updated to correctly skip producing a `TypeLayout` for an entry point result of type `void`, which meant that the related emit logic now needs to guard against a null value for the result layout. * In `ir.cpp`, dump decorations on every instruction instead of just selected ones, so that our IR dump output is more complete. * Added a command-line `-line-directive-mode` option so that we can easily turn off `#line` directives in the output when debugging. Not all cases where plumbed through because the `none` case is realistically the most important. * Parser was fixed to properly initialize parent links for "scope" declarations used for statements, so that we can walk backwards from a function-scope variable (including a `static`) and see the outer function/generics/etc. * Added GLSL 460 profile, since it is required for ray tracing. Also updated the logic for computing the "effective" profile to use to recognize that GLSL raytracing stages require GLSL 460. * Added some conventional ray-tracing shader suffixes to the handling in `slang-test`. This code isn't actually used, but was relevant when I started by copy-pasting some existing VKRay shaders as the starting point for my testing. * Fixup: typos
2018-09-27First pass implementation of IR serialization (#653)jsmall-nvidia
* * Change the layout of IROp such that 'main' IROps are 0-x. * Removed MANUAL_RANGE instuction types, as no longer needed. * Work in prog on optimizing. * * Constant time lookup for IROpInfo * Refactor and document a little more the IROp layout * Mark ops that use 'other' bits * Fix typo in definition of kIROpFlag_UseOther * First pass at working out serialization structure. * Work in progress on ir-serialize * Storing strings in IRSerialInfo Split out IRSerialInfo from the IRSerializer - to make more explicit what is actually saved. * First pass at serializing out data. * First pass at serialize reading. * Fix riff fourcc mark order. * First pass at reconstructing IRInst / IRDecoration from serialized data. * Handling of TextureBaseType * Deserializing of constants. * Small changes around ir serialization. * Changed StringIndex indexing to not be an offset into the m_strings array, but an index into strings in order. Doing so makes cache lookup much faster, and makes the 'indicies' themselves smaller and therefore more compressible. * Removed the need for m_arena in IRSerialWriter. Previously it's purpose was to store the string contents that were being used to lookup UnownedStringSlice. Now we keep the StringRepresentation in scope and reference that, and so don't need the copy. * Don't need to construct the IRModuleInst as is created and set on createModule call. * Remove test code for testing serialization. * Fix problem with release build in ir-serialize causing warning. * Use SLANG_OFFSET_OF for offsets in non pod classes to avoid gcc/clang warning. Give storage to integral static variables to avoid linkage problems with gcc/clang. * Fix warnings under x86 win32 debug.
2018-09-21Remove the "hack sampler" workaround (#648)Tim Foley
* Update glslang version * Fix build for new glslang The latest glslang required a few changes to our manual build for their code (because we are *not* taking a dependency on CMake). * Rebuild project files using premake, which picks up a few files added to glslang, but also a few diffs in Slang's own project files in cases where they were edited manually instead of using premake. * Fix up the declaration our our device limits (which are inentionally set to *not* limit what code passes through our glslang), because the underlying structure definition in glslang has changed. This is a kludgy bit of glslang's design, but it doesn't make sense for us to invest in a more serious workaround. * Remove the "hack sampler" workaround When the `GL_KHR_vulkan_glsl` spec was introduced to allow GLSL to be compiled for Vulkan SPIR-V, it made an annoying mistake by leaving a few builtins as taking `sampler2D`, etc. when the equivalent SPIR-V operations only require a `texture2D`, etc. The relevant builtins are: * `textureSize` * `textureQueryLevels` * `textureSamples` * `texelFetch` * `texelFetchOffset` This means that shader code that wanted to use those operations needed to conspire to have a `sampler` handy so they could write, e.g.: ```glsl vec4 val = texelFetch(sampler2D(myTexture, someRandomSampler), p, lod); ``` when what they really wanted was this: ```glsl vec4 val = texelFetch(myTexture, p, lod); ``` That is annoying but probably something each to work around for a GLSL programmer, but when cross-compiling from HLSL, you might have an operation like: ```hlsl float4 val = myTexure.Load(p); ``` in which case a cross-compiler needs to manufacture a sampler out of thin air. If the shader happened to use a sampler for something else you could snag that, but in the worse case you had to cross-compile to GLSL that declared a new sampler. Slang did this by declaring a sampler called `SLANG_hack_samplerForTexelFetch` (because `texelFetch` is the operation that first surfaced the issue). For complex reasons we *always* define this sampler, even if we turn out not to need it in a particular output kernel. This choice has a bunch of annoying consequences: * There is *always* a sampler defined in descriptor set zero, because that's where we put the hack sampler, so a user-defined parameter block always has a set number of 1 or greater (see #646). * The hack sampler shows up in reflection output because users need to size their descriptor sets appropriately to pass along this sampler that won't actually be used if they don't want to get debug spew from the validation layers. We filed an issue on glslang about this problem, and eventually some kind folks from the gamedev community (who also saw the same problem) defined an extension spec (`GL_EXT_samplerless_texture_functions`) to fix the underlying issue and contributed a patch to glslang to make it support that extension. This change just backs the hack out of Slang now that we have a glslang version that supports the extension to get past the defect in the original GLSL-for-Vulkan definition. Besides yanking out the code for the hack, we also change the relevant builtins to declare that they require this new GLSL extension (so that we properly request it from glslang when the builtins are used), and fix some reflection test cases that exposed the existence of the "hack sampler." * Fixup: syntax error in stdlib generator files * Remove more code for hack sampler There was logic to ensure we always have a "default" register space/set when cross-compiling, because the hack sampler would need it. This is no longer necessary once we remove the hack sampler. * Fix expected test output. Fixing the root cause of issue #646 means that one of our test cases that tickles that issue now produces different output (luckily it can now be used as a regression test for the issue).
2018-09-17Control unit tests being run with -category -exclude and using prefix. (#637)jsmall-nvidia
Unit tests appear in unit-test category Unit tests 'appear' in a directory unit-tests Removed the -unitTests option
2018-09-13Feature/memory arena improvements (#633)jsmall-nvidia
* First pass at MemoryArena. * First pass at RandomGenerator. * Extract TestContext into external source file. * Fix warning on printf. * Use enum classes for Test enums. OutputMode -> TestOutputMode. * First pass at FreeList unit test. * Auto registering tests. Improvements to RandomGenerator. * Remove the need for unitTest headers - cos can use registering. * Added unitTest for MemoryArena. * Do unit tests. * Fix typo. * Fix problem limiting errors from TestContext. * Refactor of MemoryArena * Removed the ability to rewind (to improve memory usage/simplify) * Better memory usage - around oversized blocks + Will keep allocating from a normal block if more than 1/3 memory left, or an oversided block is allocated * Better unitTest coverage for MemoryArena. * Fixes based on code review * Remove e prefix from enum class types for TestContext * Added extra checking for allocations sizes * Fixed some typos * Added std::is_pod test to allocateAndCopyArray * Add include for is_pod needed for linux build.
2018-09-12Feature/memory arena (#631)jsmall-nvidia
* First pass at MemoryArena. * First pass at RandomGenerator. * Extract TestContext into external source file. * Fix warning on printf. * Use enum classes for Test enums. OutputMode -> TestOutputMode. * First pass at FreeList unit test. * Auto registering tests. Improvements to RandomGenerator. * Remove the need for unitTest headers - cos can use registering. * Added unitTest for MemoryArena. * Do unit tests. * Fix typo.
2018-07-25Improved command line control for apis and synthesized tests (#616)jsmall-nvidia
* Parsing of control of api parameters no longer needs comma separator. Parsing of API list now can take an initial state. Document the command line option. * * Proper handling of 'default' (or initialFlags) - by using if the first token is an operator. * Clarified parsing of api flags. * Now 'vk' will mean just use vk. +vk will mean the defaults plus vk, and -vk is the defaults -vk. * Improve README.md on api expressions. Improve error text for failure to parse api expressions.
2018-06-22Expose macros/functionality for defining interfaces (#604)jsmall-nvidia
* Added Result definitions to the slang.h * Removed slang-result.h and added slang-com-helper.h * Move slang-com-ptr.h to be publically available. * Add SLANG_IUNKNOWN macros to simplify implementing interfaces. Use the SLANG_IUNKNOWN macros to in slang.c * Removed slang-defines.h added outstanding defines to slang.h
2018-05-29Feature/vulkan texture (#579)jsmall-nvidia
* First pass at support for textures in vulkan. * Binding state has first pass support for VkImageView VkSampler. * Split out _calcImageViewType * Fix bug in debug build around constant buffer being added but not part of the binding description for the test. * Offset recalculated for vk texture construction just store the texture size for each mip level. * When outputing a vector type with a size of 1 in GLSL, it needs to be output as the underlying type. For example vector<float,1> should be output as float in GLSL. * Vulkan render-test produces right output for the test tests/compute/textureSamplingTest.slang -slang -gcompute -o tests/compute/textureSamplingTest.slang.actual.txt -vk * Small improvement around xml encoding a string. * More generalized test synthesis. * Fix image usage flags for Vulkan. * Improvements to what gets synthesized vulkan tests. * Do transition on all mip levels. * Fixing problems appearing from vulkan debug layer. * Disable Vulkan synthesized tests for now.
2018-05-11Generate Visual Studio projects using Premake (#557)Tim Foley
* Generate Visual Studio projects using Premake This change adds a `premake5.lua` file that allows us to generate our Visual Studio solution using Premake 5 (https://premake.github.io/). The existing Visual Studio solution/projects are now replaced with the Premake-generated ones, and project contributors will be expected to update these by running premake after adding/removing files. I have *not* changed the Linux `Makefile` build at all, because that file is also used for things like running our tests, so that clobbering it with a premake-generated `Makefile` would break our continuous testing. Hopefully future changes can switch to a generated `Makefile` and perhaps even add an XCode project as well. Notes: * The `build/slang-build.props` file is no longer needed/used, so it has been removed. * The `slang-eval-test` test fixture wasn't following our naming conventions for its directory path, so it was updated to streamline the Premake build configuration work. This required changes to the `Makefile` as well * Some seemingly unncessary preprocessor definitions that were specified for `core` and `slang-glslang` have been dropped. We will see if anything breaks from that. * Possible fixup for Premake vpath issue Premake's `vpath` feature seems to be nondeterministic about the order it applies filters (because Lua isn't deterministic about the order of entries in a key/value table), and as a result we can end up in a weird case where it decides that a `foo.cpp.h` file matches the `**.cpp` filter (I'm not sure why) before it tests against the `**.h` filter. This change uses an (undocumented) Premake facility to set `vpath` using a list of singleton tables, which seems to fix the order in which things get tested. * Remove support for "single-file" build of Slang The `hello` example was the only bit of code that uses the "single-file" way of building Slang, and this had already run up against limitations of the Visual Studio compilers in its Debug|x64 build. Rather than mess with Premake to make it pass through the `/bigobj` linker flag that is needed to work around the issue, it makes more sense just to stop using/supporting the feature since we wouldn't want users to depend on it anyway (our documentation no longer refers to it). While I was at it I went ahead and made sure that the `SLANG_DYNAMIC` flag doesn't need to be set manually, so that instead there is a non-default `SLANG_STATIC` option (not that we have a static-library build of Slang at the moment).
2018-05-08Feature/xunit (#555)jsmall-nvidia
* Remove serialization of screen captures from a renderer implementation, capture now writes to a Surface. Then client code can decide to serialize (or use as needed). * Improved comment for captureScreenSurface. * First pass support for xunit output. * Controlling output to improve xunit support. * Xml encoding and writing out of error/skip for xunit. * Fixes to make build on linux. * Fix typo for linux build.
2018-04-10Feature/dx12 compute (#482)jsmall-nvidia
* Dx12 rendering works in test framework. * Turn on dx12 render tests. * Getting simpler dx12 compute tests to work. * With expected data in test - check for specialized and then for the default, so that multiple test can share the same expected data, but specialized cases can still be set. * Fixed construction and binding on dx12 textures. * Control which render apis used in test from command line. * Small aesthetic fixes in render-test/main.cpp. * Fix binding problem for uavs/srvs dx12. Previously tried to create srv/uav for StorageBuffers (like dx11 does), but the binding breaks as you can end up with two srvs using the same register. First pass at fixing problems with Texture creation for dx12 - assertions were hit with 3d or array textures. * Fixes to improve Dx12 setup shader resource views for cubemaps/arrays. * Fixed d3d12 textureSamplingTest - problem was that cubemap/array textures were not being uploaded correctly. * Changed the order of how binding of constant buffers (as just set on the Renderer) indexes. Previously they were given the lowest indices, but they clashed with the indices from the 'Binding'. Changing this means all tests run on d3d12. * Add code to allow use of warp (although not command line switchable yet). Fix problem setting up raw UAV - as identified by warp. * Added RenderApiUtil - which can detect if a render api is potentially available. * Moved render flag testing/parsing into RenderApiUtil. * Fix signed/unsigned warning. * Fixes around enums prefixed with k on the review of feature/dx12 compute branch.
2018-04-03Fixes based on review of feature/dx12 PR. (#473)jsmall-nvidia
2018-04-02Feature/dx12 (#469)jsmall-nvidia
* Fix signed/unsigned comparison warning. * Split out d3d functions that will work across dx11 and 12. * Improve slang-test/README.md around command line options. * Make Guid comparison honor alignment for comparisons, such that mechanism work on architectures that can only do aligned accesses. * Initial setup of D3D12 Renderer, with presentFrame and clearFrame. * More support for D3D12 * Added FreeList * Added D3D12CircularResourceHeap * First attempt at createBuffer * First pass at map/unmap. * First pass binding vertex/constant buffers, and setting up InputLayout. Note that memory is not kept in scope on binding yet. * First pass of D3DDescriptorHeap * Small tidy up in render-d3d11. Added D3DDescriptorHeap to project. * First pass at D3D12 bind state. * Fix typos in D3D12Resource * Tidy up Dx11 render binding a little to match more with Dx12 style. * First pass at Dx12 BindingState * Handling of the command list d3d12. Support for submitGpuWork and waitForGpu. * First attempt at Dx12 capture of backbuffer to file. * First attempt at D3D12 binding for graphics. * D3D12 setup viewport etc - does now render triangle in render0.hlsl. * First pass at support for compute on D3D12Renderer * Use spaces over tabs in D3DUtil * Tabs to spaces in D3D12DescriptorHeap * Convert tab->spaces on render-d3d12.cpp
2018-03-29Change uses of "spire" to "slang" (#461)Tim Foley
Fixes #350 When the Slang project forked off from the Spire research effort, we renamed things as we went, but many cases seem to have slipped through the cracks. The two biggest diffs here are: - The `hello` example program was incorrectly talking about what was in the shader file (Slang no longer supports the "module" or "pipeline" constructs from Spire), and so it wasn't just a simple rename. - The files under `tests/bindings` were mistakenly using `__SPIRE__` as a preprocessor guard, which means that they weren't actually testing what they meant to. Luckily, it looks like the relevant functionality didn't regress while these tests were unintentionally deactivated.
2018-03-22Tidy up of Renderer (#452)jsmall-nvidia
* Fixed some small typos in api-users-guide.md * Fix some small typos in slang-test/main.cpp, render-test/render-d3d11.cpp * Remove exit() calls from test code. Added Slang::Result, which works in the same way as COM HRESULT. * FIx bug introduced when moving to Slang::Result - handling E_INVALIDARG on Dx11. * Fix the testing of feature levels on Dx11 renderer. * First attempt at README.md for slang-test. * Tidied up the slang-test README.md file. * Fix some small typos in tools/slang-test/main.cpp * Fix spaces -> tabs problems. Fix some small types. * Refactor Renderer implementations such that: * Class definition does not contain long implementation/s * Removed unused globals * Ordered implementation after class definition * Made renderer specific classes child classes, and use Impl postfix to differentiate * Converted tabs into spaces * First pass at Slang::ComPtr. Added slang-defines.h which sets up some fairly commonly used defines such as SLANG_FORCE_INLINE, compiler detection, os detection, and some other cross platform features. * * Fixed bug in vk renderer - where features structure not initialized on hkCreateDevice * Make member variables in Renderer implementations use prefix * Updated test README.md to document that free parameter can control what test is run * * changed setClearColor to take an array of 4 floats to make API clearer on usage * mix of type usage style - defaulted to more conventional style * * Fixed swapWith * Use SLANG_FORCE_INLINE * Don't bother initializing List data when type is POD * Added convenience macro for Result handling SLANG_RETURN_NULL_ON_ERROR