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* Fix 6317.
* Fixes #6316.
* Fix cmake preset.
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Co-authored-by: Ellie Hermaszewska <ellieh@nvidia.com>
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This helps to address #4760.
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* Allow LHS of `where` to be any type.
* Register free-form extensions when loading precompiled module.
* Fix test.
* Fix.
* Fix `as<IRType>`.
* try fix precompiled module test.
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* Publicly link core module sources
Closes https://github.com/shader-slang/slang/issues/6037
* format
* format
* remove unnecessary conditional
* comments
* neaten
* Only build embedded core modules when necessary
* Make dependencies on core module source more precise
* more precice dependencies on core module source
* Neaten
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This closes #6221.
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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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* SP004: implement initialize list translation to ctor
- We synthesize a member-wise constructor for each struct follow
the rules described in SP004.
- Add logic to translate the initialize list to constructor invoke
- Add cuda-host decoration for the synthesized constructor
- Remove the default constructor when we have a valid member init constructor
- Disable -zero-initialize option, will re-implement it in followup (#6109).
- Fix the overload lookup issue
When creating invoke expression for ctor, we need to call
ResolveInvoke() to find us the best candidates, however
the existing lookup logic could find us the base constructor
for child struct, we should eliminate this case by providing
the LookupOptions::IgnoreInheritance to lookup, this requires
us to create a subcontext on SemanticsVisitor to indicate that
we only want to use this option on looking the constructor.
- Do not implicit initialize a struct that doesn't have explicit default
constructor.
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
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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
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Co-authored-by: Yong He <yonghe@outlook.com>
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* Support cooperative vector including Vulkan-Header
Adding a Slang support for cooperative vector with vulkan-header update.
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* Support cooperative vector without Vulkan-header update
Adding a Slang support for cooperative vector.
But this commit doesn't have Vulkan-header update.
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* Fix geometry shader related modifier lowering.
* Cleanup.
* Delete obselete test.
* Enable geometryShader test on windows only.
* Fix test.
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Co-authored-by: Anders Leino <aleino@nvidia.com>
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* Add SLANG_ENABLE_RELEASE_LTO cmake option
* Fix cmake static build
* Disable install SlangTargets to avoid static build failing
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* Cache and reuse glsl module.
* Fix.
* Implement record/replay for the new api.
* Fix record replay.
* Fix test.
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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>
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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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I hit issue #5305 again after re-generating the build directory, building and then running
slang-test.
In other words, D3D12 and Slang-RHI/WebGPU/D3D12 failed to create a device due to the
runtime being incosistent. Bilding copy-prebuilt-binaries fixed it, and so it's best to
make this step a dependency of slang-test.
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* examples: Log stack trace on exceptions
For now, this is only implemented on Windows.
This helps to address #5520.
* examples: Print log file if there is any
* format code
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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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* examples: Make hello-world example exit gracefully if VK cannot be initialized
- Check if VK API function pointers are valid before using them
- Return 0 and exit if VK initialization fails
- Enable hello-world example
* examples: Fixes for ray-tracing examples
- Assert that accelleration structure buffer is not nullptr
- Check if buffer creation succeeded before proceeding
- This makes initialization not hang, but it still fails.
Therefore, the test expectations are just updated to point to another issue.
- Enable ray-tracing tests on Windows
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* Properly set D3D12SDKPath
Closes https://github.com/shader-slang/slang/issues/5992
This commit have an effect on slang-test.exe and test-server.exe.
When we run slang-test.exe, it uses D3D12Core.DLL located at
`build/{Release,Debug}/bin/D3D12`, which is `D3D12` from where the
executable file is located at.
This has been working fine but we found a case where it doesn't work
properly. This commit sets D3D12SDKPath value explicitly to avoid
potential problems.
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* Create DirectDeclRef when creating Decl to prevent invalid dedup.
* Fix test.
* fix
* update slang-rhi
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for Vulkan (#5929)
* Support gfx ComputeCommandEncoder::dispatchComputeIndirect for Vulkan
* Support count buffer for Vulkan in gfx RenderCommandEncoder::drawIndirect and RenderCommandEncoder::drawIndexedIndirect
* Fix an unintended change
* Fix format issue
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Co-authored-by: Yong He <yonghe@outlook.com>
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* Fix entrypoint auto discovery logic.
* format code
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Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
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* Fix `getArgumentValueFloat` when arg is int.
* format code
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Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
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* Fix attribute reflection.
* Fix.
* Fix.
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The 'samplerInfo.magFilter' should match the 'desc.magFilter'.
Co-authored-by: Yong He <yonghe@outlook.com>
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Co-authored-by: Ellie Hermaszewska <ellieh@nvidia.com>
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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.
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Co-authored-by: Ellie Hermaszewska <ellieh@nvidia.com>
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* Fix reflection for pointer element types.
* Fix.
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Co-authored-by: Ellie Hermaszewska <ellieh@nvidia.com>
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Closes https://github.com/shader-slang/slang/issues/5764
Also mention other installed targets in cmake config
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* Move c++ parsing code from slang-cpp-extractor to static library
* Format code
* Remove relative includes
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Co-authored-by: slangbot <ellieh+slangbot@nvidia.com>
Co-authored-by: Yong He <yonghe@outlook.com>
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* Fix issue with slang-embed & include ordering
* Update CMakeLists.txt
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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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* Change how DeclRef::toText works
We now ignore the decl-ref heirarchy since that only includes nodes with specialization info & simply walk up the tree of decls, while emitting any specializations present in the decl-ref.
* Update some tests. Add cases for direct refs to generic params & Lookup decl refs
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* Embed core module in wasm build.
* format code
* add uintptr_t case.
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Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
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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
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Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
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* Moved the pretty writer code from slang-reflection-test into core
* Moved reflection test code into the slang codebase and added the compiler option -reflection-json to store the reflection data in a separate file.
* Documented -reflection-json command line option
* moved PrettyWriter from core to compiler-core
* Fixed variable shadowing warning
* Use File::writeAllText instead of OSFilesystem and write to stdout if - is used as the path
* format code
* Fixed linker error
* Fix COM Ptr life time issues.
* Move enum to the end.
* Fix formatting.
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Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
Co-authored-by: Yong He <yonghe@outlook.com>
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* update render test to use new slang-rhi API
* update slang-rhi
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Co-authored-by: Yong He <yonghe@outlook.com>
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The previous attempt to enable Structured Exception Handling in
(only) MSVC using the /EHa compiler flag caused trouble with flags
defined with Cmake Generator Expressions. These expressions are
not fully resolved, and they fail validation checks in
check_cxx_compiler_flag(). The previous attempt at applying
/EHa to only MVSC involved refactoring a direct call to
target_compile_options() with a call to the Slang helper function
add_supported_cxx_flags() where an additional MSVC filter was
introduced, but the helper also calls check_cxx_compiler_flag() to
see if flags are supported. It was okay for /EHa, but not some
other flags that ended up getting newly validated.
The above issue is fixed by re-implementing the change that added
/EHa to only MSVC. This change goes back to adding compiler flags
without the helper function with its extra validation, instead using
an additional cmake generator expression to apply /EHa only to MSVC.
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Catch all exceptions in render-test
In MSVC, the /EHsc flag is used by default,
it causes only C++ (synchronous) exceptions
to be caught by try/catch blocks.
The /EHa flag can instead be used to catch
both synchronous C++ exceptions as well
as structured asynchronous exceptions
such as those seen in segfaults or other
typical bugs.
Using /EHa allows render-test to not crash
completely if there is a buggy graphics driver in the system.
Issue 5275
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