yum-mirror/slang
Making it easier to work with shaders
git clone https://git.yummers.dev/yum-mirror/slang
0476b57fa
master
Wave Intrinsics
Slang has support for Wave intrinsics introduced to HLSL in SM6.0 and SM6.5. All intrinsics are available on D3D12 and Vulkan.
On GLSL targets such as Vulkan wave intrinsics map to ['subgroup' extension] (https://github.com/KhronosGroup/GLSL/blob/master/extensions/khr/GL_KHR_shader_subgroup.txt). Vulkan supports a number of masked wave operations through SPV_NV_shader_subgroup_partitioned that are not supported by HLSL.
There is no subgroup support for Matrix types, and currently this means that Matrix is not a supported type for Wave intrinsics on Vulkan, but may be in the future.
Also introduced are some 'non standard' Wave intrinsics which are only available on Slang. All WaveMask intrinsics are non standard. Other non standard intrinsics expose more accurately different behaviours which are either not distinguished on HLSL, or perhaps currently unavailable. Two examples would be WaveShuffle and WaveBroadcastLaneAt.
There are three styles of wave intrinsics...
WaveActive
The majority of 'regular' HLSL Wave intrinsics which operate on implicit 'active' lanes.
In the DXC Wiki active lanes are described as
These intrinsics are dependent on active lanes and therefore flow control. In the model of this document, implementations must enforce that the number of active lanes exactly corresponds to the programmer’s view of flow control.
In practice this appears to imply that the programming model is that all lanes operate in 'lock step'. That the 'active lanes' are the lanes doing processing at a particular point in the control flow. On some hardware this may match how processing actually works. There is also a large amount of hardware in the field that doesn't follow this model, and allows lanes to diverge and not necessarily on flow control. On this style of hardware Active intrinsics may act to also converge lanes to give the appearance of 'in step' ness.
WaveMask
The WaveMask intrinsics take an explicit mask of lanes to operate on, in the same vein as CUDA. Requesting data from a from an inactive lane, can lead to undefined behavior, that includes locking up the shader. The WaveMask is an integer type that can hold the maximum amount of active lanes for this model - currently 32. In the future the WaveMask type may be made an opaque type, but can largely be operated on as if it is an integer.
Using WaveMask intrinsics is generally more verbose and prone to error than the 'Active' style, but it does have a few advantages
- It works across all supported targets - including CUDA (currently WaveActive intrinics do not)
- Gives more fine control
- Might allow for higher performance (for example it gives more control of divergence)
- Maps most closely to CUDA
For this to work across targets including CUDA, the mask must be calculated such that it exactly matches that of HLSL defined 'active' lanes, else the behavior is undefined.
On D3D12 and Vulkan the WaveMask intrinsics can be used, but the mask may be ignored depending on target's support for partitioned/masked wave intrinsics. SPIRV provides support for a wide variety of operations through the SPV_NV_shader_subgroup_partitioned extension while HLSL only provides a small subset of operations through WaveMultiPrefix* intrinsics. The difference between Slang's WaveMask and these targets' partitioned wave intrinsics is that they accept a uint4 mask instead of a uint mask. WaveMask* intrinsics effectively gets translated to WaveMulti* intrinsics when targeting SPIRV/GLSL and HLSL. Please consult Wave Multi Intrinsics for more details, including what masked operations are supported by each target.
The WaveMask intrinsics are a non standard Slang feature, and may change in the future.
RWStructuredBuffer<int> outputBuffer;
[numthreads(4, 1, 1)]
void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID)
{
// It is the programmers responsibility to determine the initial mask, and that is dependent on the launch
// It's common to launch such that all lanes are active - with CUDA this would mean 32 lanes.
// Here the launch only has 4 lanes active, and so the initial mask is 0xf.
const WaveMask mask0 = 0xf;
int idx = int(dispatchThreadID.x);
int value = 0;
// When there is a conditional/flow control we typically need to work out a new mask.
// This can be achieved by calling WaveMaskBallot with the current mask, and the condition
// used in the flow control - here the subsequent 'if'.
const WaveMask mask1 = WaveMaskBallot(mask0, idx == 2);
if (idx == 2)
{
// At this point the mask is `mask1`, although no WaveMask intrinsics are used along this path,
// so it's not used.
// diverge
return;
}
// If we get here, the active lanes must be the opposite of mask1 (because we took the other side of the condition), but cannot include
// any lanes which were not active before. We can calculate this as mask0 & ~mask1.
const WaveMask mask2 = mask0 & ~mask1;
// mask2 holds the correct active mask to use with WaveMaskMin
value = WaveMaskMin(mask2, idx + 1);
// Write out the result
outputBuffer[idx] = value;
}
Many of the nuances of writing code in this way are discussed in the CUDA documentation.
The above example written via the regular intrinsics is significantly simpler, as we do not need to track 'active lanes' in the masks.
RWStructuredBuffer<int> outputBuffer;
[numthreads(4, 1, 1)]
void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID)
{
int idx = int(dispatchThreadID.x);
int value = 0;
if (idx == 2)
{
// diverge
return;
}
value = WaveActiveMin(idx + 1);
// Write out the result
outputBuffer[idx] = value;
}
WaveMulti
The standard 'Multi' intrinsics were added to HLSL is SM 6.5 and are available in SPIRV through SPV_NV_shader_subgroup_partitioned, they can specify a mask of lanes via uint4. SPIRV provide non-prefix (reduction) and prefix (scan) intrinsics for arithmetic and min/max operations, while HLSL only provides a subset of these, namely exclusive prefix arithmetic operations.
Standard Wave intrinsics
The Wave Intrinsics supported on Slang are listed below. Note that typically T generic types also include vector and matrix forms.
// Lane info uint WaveGetLaneCount(); uint WaveGetLaneIndex(); bool WaveIsFirstLane(); // Ballot bool WaveActiveAllTrue(bool condition); bool WaveActiveAnyTrue(bool condition); uint4 WaveActiveBallot(bool condition); uint WaveActiveCountBits(bool value); // Across Lanes T WaveActiveBitAnd<T>(T expr); T WaveActiveBitOr<T>(T expr); T WaveActiveBitXor<T>(T expr); T WaveActiveMax<T>(T expr); T WaveActiveMin<T>(T expr); T WaveActiveProduct<T>(T expr); T WaveActiveSum<T>(T expr); bool WaveActiveAllEqual<T>(T value); // Prefix T WavePrefixProduct<T>(T expr); T WavePrefixSum<T>(T expr); // Communication T WaveReadLaneFirst<T>(T expr); T WaveReadLaneAt<T>(T value, int lane); // Prefix uint WavePrefixCountBits(bool value); // Shader model 6.5 stuff // https://github.com/microsoft/DirectX-Specs/blob/master/d3d/HLSL_ShaderModel6_5.md uint4 WaveMatch<T>(T value); uint WaveMultiPrefixCountBits(bool value, uint4 mask); T WaveMultiPrefixBitAnd<T>(T expr, uint4 mask); T WaveMultiPrefixBitOr<T>(T expr, uint4 mask); T WaveMultiPrefixBitXor<T>(T expr, uint4 mask); T WaveMultiPrefixProduct<T>(T value, uint4 mask); T WaveMultiPrefixSum<T>(T value, uint4 mask);
Non Standard Wave Intrinsics
The following intrinsics are not part of the HLSL Wave intrinsics standard, but were added to Slang for a variety of reasons. Within the following signatures T can be scalar, vector or matrix, except on Vulkan which doesn't (currently) support Matrix.
T WaveBroadcastLaneAt<T>(T value, constexpr int lane); T WaveShuffle<T>(T value, int lane); uint4 WaveGetActiveMulti(); uint4 WaveGetConvergedMulti(); // Barriers void AllMemoryBarrierWithWaveSync(); void GroupMemoryBarrierWithWaveSync();
Description
T WaveBroadcastLaneAt<T>(T value, constexpr int lane);
All lanes receive the value specified in lane. Lane must be an active lane, otherwise the result is undefined.
This is a more restrictive version of WaveReadLaneAt - which can take a non constexpr lane, but must be the same value for all lanes in the warp. Or 'dynamically uniform' as described in the HLSL documentation.
T WaveShuffle<T>(T value, int lane);
Shuffle is a less restrictive version of WaveReadLaneAt in that it has no restriction on the lane value - it does not require the value to be same on all lanes.
There isn't explicit support for WaveShuffle in HLSL, and for now it will emit WaveReadLaneAt. As it turns out for a sizable set of hardware WaveReadLaneAt does work correctly when the lane is not 'dynamically uniform'. This is not necessarily the case for hardware general though, so if targeting HLSL it is important to make sure that this does work correctly on your target hardware.
Our intention is that Slang will support the appropriate HLSL mechanism that makes this work on all hardware when it's available.
void AllMemoryBarrierWithWaveSync();
Synchronizes all lanes to the same AllMemoryBarrierWithWaveSync in program flow. Orders all memory accesses such that accesses after the barrier can be seen by writes before.
void GroupMemoryBarrierWithWaveSync();
Synchronizes all lanes to the same GroupMemoryBarrierWithWaveSync in program flow. Orders group shared memory accesses such that accesses after the barrier can be seen by writes before.
Wave Rotate Intrinsics
These intrinsics are specific to Slang and were added to support the subgroup rotate functionalities provided by SPIRV (through the GroupNonUniformRotateKHR capability), GLSL (through the GL_KHR_shader_subgroup_rotate extension), and Metal.
// Supported on SPIRV, GLSL, and Metal targets. T WaveRotate(T value, uint delta); // Supported on SPIRV and GLSL targets. T WaveClusteredRotate(T value, uint delta, constexpr uint clusterSize);
Wave Multi Intrinsics
WaveMulti intrinsics take an explicit uint4 mask of lanes to operate on. They correspond to the subgroup partitioned intrinsics provided by SPV_NV_shader_subgroup_partitioned and the WaveMultiPrefix* intrinsics provided by HLSL SM 6.5. HLSL's WaveMulti* intrinsics only provide operations for exclusive prefix arithmetic operations, while Vulkan's SPV_NV_shader_subgroup_partitioned provides operations for both inclusive/exclusive prefix (scan) and non-prefix (reduction) arithmetic and min/max operations.
Slang adds new WaveMulti* intrinsics in addition to HLSL's WaveMultiPrefix* to allow generating all partitioned intrinsics supported in SPIRV. The new, non-standard HLSL, WaveMulti* intrinsics are only supported when targeting SPIRV, GLSL and CUDA. The inclusive variants of HLSL's WaveMultiPrefix* intrinsics are emulated by Slang by performing an additional operation in the current invocation. Metal and WGSL targets do not support WaveMulti intrinsics.
// Across lane ops. These are only supported when targeting SPIRV, GLSL and CUDA. T WaveMultiSum(T value, uint4 mask); T WaveMultiProduct(T value, uint4 mask); T WaveMultiMin(T value, uint4 mask); T WaveMultiMax(T value, uint4 mask); T WaveMultiBitAnd(T value, uint4 mask); T WaveMultiBitOr(T value, uint4 mask); T WaveMultiBitXor(T value, uint4 mask); // Prefix arithmetic operations. Supported when targeting SPIRV, GLSL, CUDA and HLSL. // In addition to these non-HLSL standard intrinsics are the standard `WaveMultiPrefix*` // intrinsics provided by SM 6.5, detailed in the `Standard Wave Intrinsics` section. T WaveMultiPrefixInclusiveSum(T value, uint4 mask); T WaveMultiPrefixInclusiveProduct(T value, uint4 mask); T WaveMultiPrefixInclusiveBitAnd(T value, uint4 mask); T WaveMultiPrefixInclusiveBitOr(T value, uint4 mask); T WaveMultiPrefixInclusiveBitXor(T value, uint4 mask); T WaveMultiPrefixExclusiveSum(T value, uint4 mask); T WaveMultiPrefixExclusiveProduct(T value, uint4 mask); T WaveMultiPrefixExclusiveBitAnd(T value, uint4 mask); T WaveMultiPrefixExclusiveBitOr(T value, uint4 mask); T WaveMultiPrefixExclusiveBitXor(T value, uint4 mask); // Prefix min/max operations. Supported when targeting SPIRV and GLSL. T WaveMultiPrefixInclusiveMin(T value, uint4 mask); T WaveMultiPrefixInclusiveMax(T value, uint4 mask); T WaveMultiPrefixExclusiveMin(T value, uint4 mask); T WaveMultiPrefixExclusiveMax(T value, uint4 mask);
Wave Mask Intrinsics
CUDA has a different programming model for inter warp/wave communication based around masks of active lanes. This is because the CUDA programming model allows for divergence that is more granualar than just on program flow, and that there isn't implied reconvergence at the end of a conditional.
In the future Slang may have the capability to work out the masks required such that the regular HLSL Wave intrinsics work. As it stands there does not appear to be any way to implement the regular Wave intrinsics directly. To work around this problem we introduce 'WaveMask' intrinsics, which are essentially the same as the regular HLSL Wave intrinsics with the first parameter as the WaveMask which identifies the participating lanes.
The WaveMask intrinsics will work across targets, but only if on CUDA targets the mask captures exactly the same lanes as the 'Active' lanes concept in HLSL. If the masks deviate then the behavior is undefined. On non CUDA based targets currently the mask may be ignored depending on the intrinsics supported by the target.
Most of the WaveMask functions are identical to the regular Wave intrinsics, but they take a WaveMask as the first parameter, and the intrinsic name starts with WaveMask. Also note that the WaveMask functions are introduced in Slang before the WaveMulti intrinsics, and they effectively function the same other than the mask width in bits (uint vs uint4). The WaveMulti intrinsics map closer to SPIRV and HLSL, and are recommended to be used over WaveMask intrinsics whenever possible. We plan to deprecate the WaveMask intrinsics some time in the future.
WaveMask WaveGetConvergedMask();
Gets the mask of lanes which are converged within the Wave. Note that this is not the same as Active threads, and may be some subset of that. It is equivalent to the __activemask() in CUDA.
On non CUDA targets the the function will return all lanes as active - even though this is not the case. This is 'ok' in so far as on non CUDA targets the mask is ignored. It is not okay if the code uses the value other than as a superset of the 'really converged' lanes. For example testing the bit's and changing behavior would likely not work correctly on non CUDA targets.
void AllMemoryBarrierWithWaveMaskSync(WaveMask mask);
Same as AllMemoryBarrierWithWaveSync but takes a mask of active lanes to sync with.
void GroupMemoryBarrierWithWaveMaskSync(WaveMask mask);
Same as GroupMemoryBarrierWithWaveSync but takes a mask of active lanes to sync with.
The intrinsics that make up the Slang WaveMask extension.
// Lane info WaveMask WaveGetConvergedMask(); WaveMask WaveGetActiveMask(); bool WaveMaskIsFirstLane(WaveMask mask); // Ballot bool WaveMaskAllTrue(WaveMask mask, bool condition); bool WaveMaskAnyTrue(WaveMask mask, bool condition); WaveMask WaveMaskBallot(WaveMask mask, bool condition); WaveMask WaveMaskCountBits(WaveMask mask, bool value); WaveMask WaveMaskMatch<T>(WaveMask mask, T value); // Barriers void AllMemoryBarrierWithWaveMaskSync(WaveMask mask); void GroupMemoryBarrierWithWaveMaskSync(WaveMask mask); // Across lane ops T WaveMaskBitAnd<T>(WaveMask mask, T expr); T WaveMaskBitOr<T>(WaveMask mask, T expr); T WaveMaskBitXor<T>(WaveMask mask, T expr); T WaveMaskMax<T>(WaveMask mask, T expr); T WaveMaskMin<T>(WaveMask mask, T expr); T WaveMaskProduct<T>(WaveMask mask, T expr); T WaveMaskSum<T>(WaveMask mask, T expr); bool WaveMaskAllEqual<T>(WaveMask mask, T value); // Prefix T WaveMaskPrefixProduct<T>(WaveMask mask, T expr); T WaveMaskPrefixSum<T>(WaveMask mask, T expr); T WaveMaskPrefixBitAnd<T>(WaveMask mask, T expr); T WaveMaskPrefixBitOr<T>(WaveMask mask, T expr); T WaveMaskPrefixBitXor<T>(WaveMask mask, T expr); uint WaveMaskPrefixCountBits(WaveMask mask, bool value); // Communication T WaveMaskReadLaneFirst<T>(WaveMask mask, T expr); T WaveMaskBroadcastLaneAt<T>(WaveMask mask, T value, constexpr int lane); T WaveMaskReadLaneAt<T>(WaveMask mask, T value, int lane); T WaveMaskShuffle<T>(WaveMask mask, T value, int lane);
1 2Wave Intrinsics 3=============== 4 5Slang has support for Wave intrinsics introduced to HLSL in [SM6.0](https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/hlsl-shader-model-6-0-features-for-direct3d-12) and [SM6.5](https://github.com/microsoft/DirectX-Specs/blob/master/d3d/HLSL_ShaderModel6_5.md). All intrinsics are available on D3D12 and Vulkan. 6 7On GLSL targets such as Vulkan wave intrinsics map to ['subgroup' extension] (https://github.com/KhronosGroup/GLSL/blob/master/extensions/khr/GL_KHR_shader_subgroup.txt). Vulkan supports a number of masked wave operations through `SPV_NV_shader_subgroup_partitioned` that are not supported by HLSL. 8 9There is no subgroup support for Matrix types, and currently this means that Matrix is not a supported type for Wave intrinsics on Vulkan, but may be in the future. 10 11 12Also introduced are some 'non standard' Wave intrinsics which are only available on Slang. All WaveMask intrinsics are non standard. Other non standard intrinsics expose more accurately different behaviours which are either not distinguished on HLSL, or perhaps currently unavailable. Two examples would be `WaveShuffle` and `WaveBroadcastLaneAt`. 13 14There are three styles of wave intrinsics... 15 16## WaveActive 17 18The majority of 'regular' HLSL Wave intrinsics which operate on implicit 'active' lanes. 19 20In the [DXC Wiki](https://github.com/Microsoft/DirectXShaderCompiler/wiki/Wave-Intrinsics) active lanes are described as 21 22> These intrinsics are dependent on active lanes and therefore flow control. In the model of this document, implementations 23> must enforce that the number of active lanes exactly corresponds to the programmer’s view of flow control. 24 25In practice this appears to imply that the programming model is that all lanes operate in 'lock step'. That the 'active lanes' are the lanes doing processing at a particular point in the control flow. On some hardware this may match how processing actually works. There is also a large amount of hardware in the field that doesn't follow this model, and allows lanes to diverge and not necessarily on flow control. On this style of hardware Active intrinsics may act to also converge lanes to give the appearance of 'in step' ness. 26 27## WaveMask 28 29The WaveMask intrinsics take an explicit mask of lanes to operate on, in the same vein as CUDA. Requesting data from a from an inactive lane, can lead to undefined behavior, that includes locking up the shader. The WaveMask is an integer type that can hold the maximum amount of active lanes for this model - currently 32. In the future the WaveMask type may be made an opaque type, but can largely be operated on as if it is an integer. 30 31Using WaveMask intrinsics is generally more verbose and prone to error than the 'Active' style, but it does have a few advantages 32 33* It works across all supported targets - including CUDA (currently WaveActive intrinics do not) 34* Gives more fine control 35* Might allow for higher performance (for example it gives more control of divergence) 36* Maps most closely to CUDA 37 38For this to work across targets including CUDA, the mask must be calculated such that it exactly matches that of HLSL defined 'active' lanes, else the behavior is undefined. 39 40On D3D12 and Vulkan the WaveMask intrinsics can be used, but the mask may be ignored depending on target's support for partitioned/masked wave intrinsics. SPIRV provides support for a wide variety of operations through the `SPV_NV_shader_subgroup_partitioned` extension while HLSL only provides a small subset of operations through `WaveMultiPrefix*` intrinsics. The difference between Slang's `WaveMask` and these targets' partitioned wave intrinsics is that they accept a `uint4` mask instead of a `uint` mask. `WaveMask*` intrinsics effectively gets translated to `WaveMulti*` intrinsics when targeting SPIRV/GLSL and HLSL. Please consult [Wave Multi Intrinsics](#wave-multi-intrinsics) for more details, including what masked operations are supported by each target. 41 42 43The WaveMask intrinsics are a non standard Slang feature, and may change in the future. 44 45``` 46RWStructuredBuffer<int> outputBuffer; 47 48[numthreads(4, 1, 1)] 49void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID) 50{ 51// It is the programmers responsibility to determine the initial mask, and that is dependent on the launch 52// It's common to launch such that all lanes are active - with CUDA this would mean 32 lanes. 53// Here the launch only has 4 lanes active, and so the initial mask is 0xf. 54const WaveMask mask0 = 0xf; 5556 int idx = int(dispatchThreadID.x); 5758 int value = 0; 5960 // When there is a conditional/flow control we typically need to work out a new mask. 61// This can be achieved by calling WaveMaskBallot with the current mask, and the condition 62// used in the flow control - here the subsequent 'if'. 63const WaveMask mask1 = WaveMaskBallot(mask0, idx == 2); 6465 if (idx == 2) 66{ 67// At this point the mask is `mask1`, although no WaveMask intrinsics are used along this path, 68// so it's not used. 6970 // diverge 71return; 72} 7374 // If we get here, the active lanes must be the opposite of mask1 (because we took the other side of the condition), but cannot include 75// any lanes which were not active before. We can calculate this as mask0 & ~mask1. 7677 const WaveMask mask2 = mask0 & ~mask1; 7879 // mask2 holds the correct active mask to use with WaveMaskMin 80value = WaveMaskMin(mask2, idx + 1); 8182 // Write out the result 83outputBuffer[idx] = value; 84} 85``` 86 87Many of the nuances of writing code in this way are discussed in the [CUDA documentation](https://docs.nvidia.com/cuda/cuda-c-programming-guide/index.html#warp-vote-functions). 88 89The above example written via the regular intrinsics is significantly simpler, as we do not need to track 'active lanes' in the masks. 90 91``` 92RWStructuredBuffer<int> outputBuffer; 93 94[numthreads(4, 1, 1)] 95void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID) 96{ 97int idx = int(dispatchThreadID.x); 9899 int value = 0; 100101 if (idx == 2) 102{ 103// diverge 104return; 105} 106107 value = WaveActiveMin(idx + 1); 108109 // Write out the result 110outputBuffer[idx] = value; 111} 112``` 113## WaveMulti 114 115The standard 'Multi' intrinsics were added to HLSL is SM 6.5 and are available in SPIRV through `SPV_NV_shader_subgroup_partitioned`, they can specify a mask of lanes via uint4. SPIRV provide non-prefix (reduction) and prefix (scan) intrinsics for arithmetic and min/max operations, while HLSL only provides a subset of these, namely exclusive prefix arithmetic operations. 116 117 118Standard Wave intrinsics 119========================= 120 121The Wave Intrinsics supported on Slang are listed below. Note that typically T generic types also include vector and matrix forms. 122 123``` 124// Lane info 125 126uint WaveGetLaneCount(); 127 128uint WaveGetLaneIndex(); 129 130bool WaveIsFirstLane(); 131 132// Ballot 133 134bool WaveActiveAllTrue(bool condition); 135 136bool WaveActiveAnyTrue(bool condition); 137 138uint4 WaveActiveBallot(bool condition); 139 140uint WaveActiveCountBits(bool value); 141 142// Across Lanes 143 144T WaveActiveBitAnd<T>(T expr); 145 146T WaveActiveBitOr<T>(T expr); 147 148T WaveActiveBitXor<T>(T expr); 149 150T WaveActiveMax<T>(T expr); 151 152T WaveActiveMin<T>(T expr); 153 154T WaveActiveProduct<T>(T expr); 155 156T WaveActiveSum<T>(T expr); 157 158bool WaveActiveAllEqual<T>(T value); 159 160// Prefix 161 162T WavePrefixProduct<T>(T expr); 163 164T WavePrefixSum<T>(T expr); 165 166// Communication 167 168T WaveReadLaneFirst<T>(T expr); 169 170T WaveReadLaneAt<T>(T value, int lane); 171 172// Prefix 173 174uint WavePrefixCountBits(bool value); 175 176// Shader model 6.5 stuff 177// https://github.com/microsoft/DirectX-Specs/blob/master/d3d/HLSL_ShaderModel6_5.md 178 179uint4 WaveMatch<T>(T value); 180 181uint WaveMultiPrefixCountBits(bool value, uint4 mask); 182 183T WaveMultiPrefixBitAnd<T>(T expr, uint4 mask); 184 185T WaveMultiPrefixBitOr<T>(T expr, uint4 mask); 186 187T WaveMultiPrefixBitXor<T>(T expr, uint4 mask); 188 189T WaveMultiPrefixProduct<T>(T value, uint4 mask); 190 191T WaveMultiPrefixSum<T>(T value, uint4 mask); 192``` 193 194Non Standard Wave Intrinsics 195============================ 196 197The following intrinsics are not part of the HLSL Wave intrinsics standard, but were added to Slang for a variety of reasons. Within the following signatures T can be scalar, vector or matrix, except on Vulkan which doesn't (currently) support Matrix. 198 199``` 200T WaveBroadcastLaneAt<T>(T value, constexpr int lane); 201 202T WaveShuffle<T>(T value, int lane); 203 204uint4 WaveGetActiveMulti(); 205 206uint4 WaveGetConvergedMulti(); 207 208// Barriers 209 210void AllMemoryBarrierWithWaveSync(); 211 212void GroupMemoryBarrierWithWaveSync(); 213``` 214 215## Description 216 217``` 218T WaveBroadcastLaneAt<T>(T value, constexpr int lane); 219``` 220 221All lanes receive the value specified in lane. Lane must be an active lane, otherwise the result is undefined. 222This is a more restrictive version of `WaveReadLaneAt` - which can take a non constexpr lane, *but* must be the same value for all lanes in the warp. Or 'dynamically uniform' as described in the HLSL documentation. 223 224``` 225T WaveShuffle<T>(T value, int lane); 226``` 227 228Shuffle is a less restrictive version of `WaveReadLaneAt` in that it has no restriction on the lane value - it does *not* require the value to be same on all lanes. 229 230There isn't explicit support for WaveShuffle in HLSL, and for now it will emit `WaveReadLaneAt`. As it turns out for a sizable set of hardware WaveReadLaneAt does work correctly when the lane is not 'dynamically uniform'. This is not necessarily the case for hardware general though, so if targeting HLSL it is important to make sure that this does work correctly on your target hardware. 231 232Our intention is that Slang will support the appropriate HLSL mechanism that makes this work on all hardware when it's available. 233 234``` 235void AllMemoryBarrierWithWaveSync(); 236``` 237 238Synchronizes all lanes to the same AllMemoryBarrierWithWaveSync in program flow. Orders all memory accesses such that accesses after the barrier can be seen by writes before. 239 240``` 241void GroupMemoryBarrierWithWaveSync(); 242``` 243 244Synchronizes all lanes to the same GroupMemoryBarrierWithWaveSync in program flow. Orders group shared memory accesses such that accesses after the barrier can be seen by writes before. 245 246 247Wave Rotate Intrinsics 248====================== 249 250These intrinsics are specific to Slang and were added to support the subgroup rotate functionalities provided by SPIRV (through the `GroupNonUniformRotateKHR` capability), GLSL (through the `GL_KHR_shader_subgroup_rotate 251` extension), and Metal. 252 253``` 254// Supported on SPIRV, GLSL, and Metal targets. 255T WaveRotate(T value, uint delta); 256 257// Supported on SPIRV and GLSL targets. 258T WaveClusteredRotate(T value, uint delta, constexpr uint clusterSize); 259``` 260 261Wave Multi Intrinsics 262====================== 263 264`WaveMulti` intrinsics take an explicit `uint4` mask of lanes to operate on. They correspond to the subgroup partitioned intrinsics provided by `SPV_NV_shader_subgroup_partitioned` and the `WaveMultiPrefix*` intrinsics provided by HLSL SM 6.5. HLSL's `WaveMulti*` intrinsics only provide operations for exclusive prefix arithmetic operations, while Vulkan's `SPV_NV_shader_subgroup_partitioned` provides operations for both inclusive/exclusive prefix (scan) and non-prefix (reduction) arithmetic and min/max operations. 265 266Slang adds new `WaveMulti*` intrinsics in addition to HLSL's `WaveMultiPrefix*` to allow generating all partitioned intrinsics supported in SPIRV. The new, non-standard HLSL, `WaveMulti*` intrinsics are only supported when targeting SPIRV, GLSL and CUDA. The inclusive variants of HLSL's `WaveMultiPrefix*` intrinsics are emulated by Slang by performing an additional operation in the current invocation. Metal and WGSL targets do not support `WaveMulti` intrinsics. 267``` 268// Across lane ops. These are only supported when targeting SPIRV, GLSL and CUDA. 269 270T WaveMultiSum(T value, uint4 mask); 271 272T WaveMultiProduct(T value, uint4 mask); 273 274T WaveMultiMin(T value, uint4 mask); 275 276T WaveMultiMax(T value, uint4 mask); 277 278T WaveMultiBitAnd(T value, uint4 mask); 279 280T WaveMultiBitOr(T value, uint4 mask); 281 282T WaveMultiBitXor(T value, uint4 mask); 283 284 285// Prefix arithmetic operations. Supported when targeting SPIRV, GLSL, CUDA and HLSL. 286// In addition to these non-HLSL standard intrinsics are the standard `WaveMultiPrefix*` 287// intrinsics provided by SM 6.5, detailed in the `Standard Wave Intrinsics` section. 288 289T WaveMultiPrefixInclusiveSum(T value, uint4 mask); 290 291T WaveMultiPrefixInclusiveProduct(T value, uint4 mask); 292 293T WaveMultiPrefixInclusiveBitAnd(T value, uint4 mask); 294 295T WaveMultiPrefixInclusiveBitOr(T value, uint4 mask); 296 297T WaveMultiPrefixInclusiveBitXor(T value, uint4 mask); 298 299T WaveMultiPrefixExclusiveSum(T value, uint4 mask); 300 301T WaveMultiPrefixExclusiveProduct(T value, uint4 mask); 302 303T WaveMultiPrefixExclusiveBitAnd(T value, uint4 mask); 304 305T WaveMultiPrefixExclusiveBitOr(T value, uint4 mask); 306 307T WaveMultiPrefixExclusiveBitXor(T value, uint4 mask); 308 309 310// Prefix min/max operations. Supported when targeting SPIRV and GLSL. 311 312T WaveMultiPrefixInclusiveMin(T value, uint4 mask); 313 314T WaveMultiPrefixInclusiveMax(T value, uint4 mask); 315 316T WaveMultiPrefixExclusiveMin(T value, uint4 mask); 317 318T WaveMultiPrefixExclusiveMax(T value, uint4 mask); 319``` 320 321 322Wave Mask Intrinsics 323==================== 324 325CUDA has a different programming model for inter warp/wave communication based around masks of active lanes. This is because the CUDA programming model allows for divergence that is more granualar than just on program flow, and that there isn't implied reconvergence at the end of a conditional. 326 327In the future Slang may have the capability to work out the masks required such that the regular HLSL Wave intrinsics work. As it stands there does not appear to be any way to implement the regular Wave intrinsics directly. To work around this problem we introduce 'WaveMask' intrinsics, which are essentially the same as the regular HLSL Wave intrinsics with the first parameter as the WaveMask which identifies the participating lanes. 328 329The WaveMask intrinsics will work across targets, but *only* if on CUDA targets the mask captures exactly the same lanes as the 'Active' lanes concept in HLSL. If the masks deviate then the behavior is undefined. On non CUDA based targets currently the mask *may* be ignored depending on the intrinsics supported by the target. 330 331Most of the `WaveMask` functions are identical to the regular Wave intrinsics, but they take a WaveMask as the first parameter, and the intrinsic name starts with `WaveMask`. Also note that the `WaveMask` functions are introduced in Slang before the `WaveMulti` intrinsics, and they effectively function the same other than the mask width in bits (`uint` vs `uint4`). The `WaveMulti` intrinsics map closer to SPIRV and HLSL, and are recommended to be used over `WaveMask` intrinsics whenever possible. We plan to deprecate the `WaveMask` intrinsics some time in the future. 332 333``` 334WaveMask WaveGetConvergedMask(); 335``` 336 337Gets the mask of lanes which are converged within the Wave. Note that this is *not* the same as Active threads, and may be some subset of that. It is equivalent to the `__activemask()` in CUDA. 338 339On non CUDA targets the the function will return all lanes as active - even though this is not the case. This is 'ok' in so far as on non CUDA targets the mask is ignored. It is *not* okay if the code uses the value other than as a superset of the 'really converged' lanes. For example testing the bit's and changing behavior would likely not work correctly on non CUDA targets. 340 341``` 342void AllMemoryBarrierWithWaveMaskSync(WaveMask mask); 343``` 344 345Same as AllMemoryBarrierWithWaveSync but takes a mask of active lanes to sync with. 346 347``` 348void GroupMemoryBarrierWithWaveMaskSync(WaveMask mask); 349``` 350 351Same as GroupMemoryBarrierWithWaveSync but takes a mask of active lanes to sync with. 352353 The intrinsics that make up the Slang `WaveMask` extension. 354355 ``` 356// Lane info 357 358WaveMask WaveGetConvergedMask(); 359 360WaveMask WaveGetActiveMask(); 361 362bool WaveMaskIsFirstLane(WaveMask mask); 363 364// Ballot 365 366bool WaveMaskAllTrue(WaveMask mask, bool condition); 367 368bool WaveMaskAnyTrue(WaveMask mask, bool condition); 369 370WaveMask WaveMaskBallot(WaveMask mask, bool condition); 371 372WaveMask WaveMaskCountBits(WaveMask mask, bool value); 373 374WaveMask WaveMaskMatch<T>(WaveMask mask, T value); 375 376// Barriers 377 378void AllMemoryBarrierWithWaveMaskSync(WaveMask mask); 379 380void GroupMemoryBarrierWithWaveMaskSync(WaveMask mask); 381 382// Across lane ops 383 384T WaveMaskBitAnd<T>(WaveMask mask, T expr); 385 386T WaveMaskBitOr<T>(WaveMask mask, T expr); 387 388T WaveMaskBitXor<T>(WaveMask mask, T expr); 389 390T WaveMaskMax<T>(WaveMask mask, T expr); 391 392T WaveMaskMin<T>(WaveMask mask, T expr); 393 394T WaveMaskProduct<T>(WaveMask mask, T expr); 395 396T WaveMaskSum<T>(WaveMask mask, T expr); 397 398bool WaveMaskAllEqual<T>(WaveMask mask, T value); 399 400// Prefix 401 402T WaveMaskPrefixProduct<T>(WaveMask mask, T expr); 403 404T WaveMaskPrefixSum<T>(WaveMask mask, T expr); 405 406T WaveMaskPrefixBitAnd<T>(WaveMask mask, T expr); 407 408T WaveMaskPrefixBitOr<T>(WaveMask mask, T expr); 409 410T WaveMaskPrefixBitXor<T>(WaveMask mask, T expr); 411 412uint WaveMaskPrefixCountBits(WaveMask mask, bool value); 413 414// Communication 415 416T WaveMaskReadLaneFirst<T>(WaveMask mask, T expr); 417 418T WaveMaskBroadcastLaneAt<T>(WaveMask mask, T value, constexpr int lane); 419 420T WaveMaskReadLaneAt<T>(WaveMask mask, T value, int lane); 421 422T WaveMaskShuffle<T>(WaveMask mask, T value, int lane); 423```