https://github.com/shader-slang/slang
Tip revision: fd46034bf2de59b8ad51743e62b26359678432f7 authored by Yong He on 22 November 2021, 19:24:25 UTC
gfx: Add more fixed function states and instancing draw calls. (#2023)
gfx: Add more fixed function states and instancing draw calls. (#2023)
Tip revision: fd46034
core.meta.slang
// Slang `core` library
// Aliases for base types
typedef half float16_t;
typedef float float32_t;
typedef double float64_t;
typedef int int32_t;
typedef uint uint32_t;
// Modifier for variables that must resolve to compile-time constants
// as part of translation.
syntax constexpr : ConstExprModifier;
// Modifier for variables that should have writes be made
// visible at the global-memory scope
syntax globallycoherent : GloballyCoherentModifier;
/// Modifier to disable inteprolation and force per-vertex passing of a varying attribute.
///
/// When a varying attribute passed to the fragment shader is marked `pervertex`, it will
/// not be interpolated during rasterization (similar to `nointerpolate` attributes).
/// Unlike a plain `nointerpolate` attribute, this modifier indicates that the attribute
/// should *only* be acccessed through the `GetAttributeAtVertex()` operation, so access its
/// distinct per-vertex values.
///
syntax pervertex : PerVertexModifier;
/// A type that can be used as an operand for builtins
[sealed]
[builtin]
interface __BuiltinType {}
/// A type that can be used for arithmetic operations
[sealed]
[builtin]
interface __BuiltinArithmeticType : __BuiltinType
{
/// Initialize from a 32-bit signed integer value.
__init(int value);
}
/// A type that can be used for logical/bitwise operations
[sealed]
[builtin]
interface __BuiltinLogicalType : __BuiltinType {}
/// A type that logically has a sign (positive/negative/zero)
[sealed]
[builtin]
interface __BuiltinSignedArithmeticType : __BuiltinArithmeticType {}
/// A type that can represent integers
[sealed]
[builtin]
interface __BuiltinIntegerType : __BuiltinArithmeticType
{}
/// A type that can represent non-integers
[sealed]
[builtin]
interface __BuiltinRealType : __BuiltinSignedArithmeticType {}
/// A type that uses a floating-point representation
[sealed]
[builtin]
interface __BuiltinFloatingPointType : __BuiltinRealType
{
/// Initialize from a 32-bit floating-point value.
__init(float value);
/// Get the value of the mathematical constant pi in this type.
static This getPi();
}
//@ hidden:
// A type resulting from an `enum` declaration.
[builtin]
__magic_type(EnumTypeType)
interface __EnumType
{
// The type of tags for this `enum`
//
// Note: using `__Tag` instead of `Tag` to avoid any
// conflict if a user had an `enum` case called `Tag`
associatedtype __Tag : __BuiltinIntegerType;
};
// Use an extension to declare that every `enum` type
// inherits an initializer based on the tag type.
//
// Note: there is an important and subtle point here.
// If we declared these initializers inside the `interface`
// declaration above, then they would implicitly be
// *requirements* of the `__EnumType` interface, and any
// type that declares conformance to it would need to
// provide implementations. That would put the onus on
// the semantic checker to synthesize such initializers
// when conforming an `enum` type to `__EnumType` (just
// as it currently synthesizes the `__Tag` requirement.
// Putting the declaration in an `extension` makes them
// concrete declerations rather than interface requirements.
// (Admittedly, they are "concrete" declarations with
// no bodies, because currently all initializers are
// assumed to be intrinsics).
//
// TODO: It might be more accurate to express this as:
//
// __generic<T:__EnumType> extension T { ... }
//
// That alternative would express an extension of every
// type that conforms to `__EnumType`, rather than an
// extension of `__EnumType` itself. The distinction
// is subtle, and unfortunately not one the Slang type
// checker is equiped to handle right now. For now we
// will stick with the syntax that actually works, even
// if it might be the less technically correct one.
//
//
extension __EnumType
{
// TODO: this should be a single initializer using
// the `__Tag` associated type from the `__EnumType`
// interface, but right now the scoping for looking
// up that type isn't working right.
//
__init(int value);
__init(uint value);
}
// A type resulting from an `enum` declaration
// with the `[flags]` attribute.
[builtin]
interface __FlagsEnumType : __EnumType
{
};
// The "comma operator" is effectively just a generic function that returns its second
// argument. The left-to-right evaluation order guaranteed by Slang then ensures that
// `left` is evaluated before `right`.
//
__generic<T,U>
[__unsafeForceInlineEarly]
U operator,(T left, U right)
{
return right;
}
// The ternary `?:` operator does not short-circuit in HLSL, and Slang continues to
// follow that definition, so that this operator is effectively just an ordinary
// function, rather than a special-case piece of syntax.
//
__generic<T> __intrinsic_op(select) T operator?:(bool condition, T ifTrue, T ifFalse);
__generic<T, let N : int> __intrinsic_op(select) vector<T,N> operator?:(vector<bool,N> condition, vector<T,N> ifTrue, vector<T,N> ifFalse);
${{{{
// We are going to use code generation to produce the
// declarations for all of our base types.
static const int kBaseTypeCount = sizeof(kBaseTypes) / sizeof(kBaseTypes[0]);
for (int tt = 0; tt < kBaseTypeCount; ++tt)
{
}}}}
__builtin_type($(int(kBaseTypes[tt].tag)))
struct $(kBaseTypes[tt].name)
: __BuiltinType
${{{{
switch (kBaseTypes[tt].tag)
{
case BaseType::Half:
case BaseType::Float:
case BaseType::Double:
}}}}
, __BuiltinFloatingPointType
, __BuiltinRealType
, __BuiltinSignedArithmeticType
, __BuiltinArithmeticType
${{{{
break;
case BaseType::Int8:
case BaseType::Int16:
case BaseType::Int:
case BaseType::Int64:
}}}}
, __BuiltinSignedArithmeticType
${{{{
; // fall through to:
case BaseType::UInt8:
case BaseType::UInt16:
case BaseType::UInt:
case BaseType::UInt64:
}}}}
, __BuiltinArithmeticType
, __BuiltinIntegerType
${{{{
; // fall through to:
case BaseType::Bool:
}}}}
, __BuiltinLogicalType
${{{{
break;
default:
break;
}
}}}}
{
${{{{
// Declare initializers to convert from various other types
for (int ss = 0; ss < kBaseTypeCount; ++ss)
{
// Don't allow conversion to or from `void`
if (kBaseTypes[tt].tag == BaseType::Void)
continue;
if (kBaseTypes[ss].tag == BaseType::Void)
continue;
// We need to emit a modifier so that the semantic-checking
// layer will know it can use these operations for implicit
// conversion.
ConversionCost conversionCost = getBaseTypeConversionCost(
kBaseTypes[tt],
kBaseTypes[ss]);
}}}}
__implicit_conversion($(conversionCost))
__init($(kBaseTypes[ss].name) value);
${{{{
}
// If this is a basic integer type, then define explicit
// initializers that take a value of an `enum` type.
//
// TODO: This should actually be restricted, so that this
// only applies `where T.__Tag == Self`, but we don't have
// the needed features in our type system to implement
// that constraint right now.
//
switch (kBaseTypes[tt].tag)
{
// TODO: should this cover the full gamut of integer types?
case BaseType::Int:
case BaseType::UInt:
}}}}
__generic<T:__EnumType>
__init(T value);
${{{{
break;
default:
break;
}
// If this is a floating-point type, then we need to
// define the basic `getPi()` function that is used
// to implement generic versions of `degrees()` and
// `radians()`.
//
switch (kBaseTypes[tt].tag)
{
default:
break;
case BaseType::Half:
case BaseType::Float:
case BaseType::Double:
}}}}
static $(kBaseTypes[tt].name) getPi() { return $(kBaseTypes[tt].name)(3.14159265358979323846264338328); }
${{{{
break;
}
// If this is the `void` type, then we want to allow
// explicit conversion to it from any other type, using
// `(void) someExpression`.
//
if( kBaseTypes[tt].tag == BaseType::Void )
{
}}}}
__generic<T>
[__readNone]
__init(T value)
{}
${{{{
}
}}}}
}
${{{{
}
// Declare built-in pointer type
// (eventually we can have the traditional syntax sugar for this)
}}}}
__generic<T>
__magic_type(PtrType)
__intrinsic_type($(kIROp_PtrType))
struct Ptr
{};
__generic<T>
__magic_type(OutType)
__intrinsic_type($(kIROp_OutType))
struct Out
{};
__generic<T>
__magic_type(InOutType)
__intrinsic_type($(kIROp_InOutType))
struct InOut
{};
__generic<T>
__magic_type(RefType)
__intrinsic_type($(kIROp_RefType))
struct Ref
{};
__magic_type(StringType)
__intrinsic_type($(kIROp_StringType))
struct String
{};
__magic_type(DynamicType)
__intrinsic_type($(kIROp_DynamicType))
struct __Dynamic
{};
/// An `N` component vector with elements of type `T`.
__generic<T = float, let N : int = 4>
__magic_type(Vector)
struct vector
{
/// The element type of the vector
typedef T Element;
/// Initialize a vector where all elements have the same scalar `value`.
__implicit_conversion($(kConversionCost_ScalarToVector))
__intrinsic_op($(kIROp_constructVectorFromScalar))
__init(T value);
/// Initialize a vector from a value of the same type
// TODO: we should revise semantic checking so this kind of "identity" conversion is not required
__init(vector<T,N> value);
}
/// A matrix with `R` rows and `C` columns, with elements of type `T`.
__generic<T = float, let R : int = 4, let C : int = 4>
__magic_type(Matrix)
struct matrix
{
}
${{{{
static const struct {
char const* name;
char const* glslPrefix;
} kTypes[] =
{
{"half", "f16"},
{"float", ""},
{"double", "d"},
{"float16_t", "f16"},
{"float32_t", "f32"},
{"float64_t", "f64"},
{"int8_t", "i8"},
{"int16_t", "i16"},
{"int32_t", "i32"},
{"int", "i"},
{"int64_t", "i64"},
{"uint8_t", "u8"},
{"uint16_t", "u16"},
{"uint32_t", "u32"},
{"uint", "u"},
{"uint64_t", "u64"},
{"bool", "b"},
};
static const int kTypeCount = sizeof(kTypes) / sizeof(kTypes[0]);
for (int tt = 0; tt < kTypeCount; ++tt)
{
// Declare HLSL vector types
for (int ii = 1; ii <= 4; ++ii)
{
sb << "typedef vector<" << kTypes[tt].name << "," << ii << "> " << kTypes[tt].name << ii << ";\n";
}
// Declare HLSL matrix types
for (int rr = 2; rr <= 4; ++rr)
for (int cc = 2; cc <= 4; ++cc)
{
sb << "typedef matrix<" << kTypes[tt].name << "," << rr << "," << cc << "> " << kTypes[tt].name << rr << "x" << cc << ";\n";
}
}
// Declare additional built-in generic types
}}}}
//@ public:
__generic<T>
__intrinsic_type($(kIROp_ConstantBufferType))
__magic_type(ConstantBuffer)
struct ConstantBuffer {}
__generic<T>
__intrinsic_type($(kIROp_TextureBufferType))
__magic_type(TextureBuffer)
struct TextureBuffer {}
__generic<T>
__intrinsic_type($(kIROp_ParameterBlockType))
__magic_type(ParameterBlockType)
struct ParameterBlock {}
//@ hidden:
// Need to add constructors to the types above
__generic<T> __extension vector<T, 2>
{
__init(T x, T y);
}
__generic<T> __extension vector<T, 3>
{
__init(T x, T y, T z);
__init(vector<T,2> xy, T z);
__init(T x, vector<T,2> yz);
}
__generic<T> __extension vector<T, 4>
{
__init(T x, T y, T z, T w);
__init(vector<T,2> xy, T z, T w);
__init(T x, vector<T,2> yz, T w);
__init(T x, T y, vector<T,2> zw);
__init(vector<T,2> xy, vector<T,2> zw);
__init(vector<T,3> xyz, T w);
__init(T x, vector<T,3> yzw);
}
${{{{
static const char* kComponentNames[]{ "x", "y", "z", "w" };
// The above extensions are generic in the *type* of the vector,
// but explicit in the *size*. We will now declare an extension
// for each builtin type that is generic in the size.
//
for (int tt = 0; tt < kBaseTypeCount; ++tt)
{
if(kBaseTypes[tt].tag == BaseType::Void) continue;
sb << "__generic<let N : int> __extension vector<"
<< kBaseTypes[tt].name << ",N>\n{\n";
for (int ff = 0; ff < kBaseTypeCount; ++ff)
{
if(kBaseTypes[ff].tag == BaseType::Void) continue;
if( tt != ff )
{
auto cost = getBaseTypeConversionCost(
kBaseTypes[tt],
kBaseTypes[ff]);
// Implicit conversion from a vector of the same
// size, but different element type.
sb << " __implicit_conversion(" << cost << ")\n";
sb << " __init(vector<" << kBaseTypes[ff].name << ",N> value);\n";
// Constructor to make a vector from a scalar of another type.
cost += kConversionCost_ScalarToVector;
sb << " __implicit_conversion(" << cost << ")\n";
sb << " __init(" << kBaseTypes[ff].name << " value);\n";
}
}
sb << "}\n";
}
for( int R = 2; R <= 4; ++R )
for( int C = 2; C <= 4; ++C )
{
sb << "__generic<T> __extension matrix<T, " << R << "," << C << ">\n{\n";
// initialize from R*C scalars
sb << "__init(";
for( int ii = 0; ii < R; ++ii )
for( int jj = 0; jj < C; ++jj )
{
if ((ii+jj) != 0) sb << ", ";
sb << "T m" << ii << jj;
}
sb << ");\n";
// Initialize from R C-vectors
sb << "__init(";
for (int ii = 0; ii < R; ++ii)
{
if(ii != 0) sb << ", ";
sb << "vector<T," << C << "> row" << ii;
}
sb << ");\n";
// initialize from a matrix of larger size
for(int rr = R; rr <= 4; ++rr)
for( int cc = C; cc <= 4; ++cc )
{
if(rr == R && cc == C) continue;
sb << "__init(matrix<T," << rr << "," << cc << "> value);\n";
}
sb << "}\n";
}
for (int tt = 0; tt < kBaseTypeCount; ++tt)
{
if(kBaseTypes[tt].tag == BaseType::Void) continue;
auto toType = kBaseTypes[tt].name;
}}}}
__generic<let R : int, let C : int> extension matrix<$(toType),R,C>
{
${{{{
for (int ff = 0; ff < kBaseTypeCount; ++ff)
{
if(kBaseTypes[ff].tag == BaseType::Void) continue;
if( tt == ff ) continue;
auto cost = getBaseTypeConversionCost(
kBaseTypes[tt],
kBaseTypes[ff]);
auto fromType = kBaseTypes[ff].name;
}}}}
__implicit_conversion($(cost))
__init(matrix<$(fromType),R,C> value);
${{{{
}
}}}}
}
${{{{
}
}}}}
//@ public:
/// Sampling state for filtered texture fetches.
__magic_type(SamplerState, $(int(SamplerStateFlavor::SamplerState)))
__intrinsic_type($(kIROp_SamplerStateType))
struct SamplerState
{
}
/// Sampling state for filtered texture fetches that include a comparison operation before filtering.
__magic_type(SamplerState, $(int(SamplerStateFlavor::SamplerComparisonState)))
__intrinsic_type($(kIROp_SamplerComparisonStateType))
struct SamplerComparisonState
{
}
${{{{
static const struct {
char const* shapeName;
TextureFlavor::Shape baseShape;
int coordCount;
} kBaseTextureTypes[] = {
{ "1D", TextureFlavor::Shape::Shape1D, 1 },
{ "2D", TextureFlavor::Shape::Shape2D, 2 },
{ "3D", TextureFlavor::Shape::Shape3D, 3 },
{ "Cube", TextureFlavor::Shape::ShapeCube,3 },
};
static const int kBaseTextureTypeCount = sizeof(kBaseTextureTypes) / sizeof(kBaseTextureTypes[0]);
static const struct {
char const* name;
SlangResourceAccess access;
} kBaseTextureAccessLevels[] = {
{ "", SLANG_RESOURCE_ACCESS_READ },
{ "RW", SLANG_RESOURCE_ACCESS_READ_WRITE },
{ "RasterizerOrdered", SLANG_RESOURCE_ACCESS_RASTER_ORDERED },
};
static const int kBaseTextureAccessLevelCount = sizeof(kBaseTextureAccessLevels) / sizeof(kBaseTextureAccessLevels[0]);
static const struct TextureTypePrefixInfo
{
char const* name;
bool combined;
} kTexturePrefixes[] =
{
{ "Texture", false },
{ "Sampler", true },
};
for(auto& prefixInfo : kTexturePrefixes)
for (int tt = 0; tt < kBaseTextureTypeCount; ++tt)
{
char const* baseName = prefixInfo.name;
char const* baseShapeName = kBaseTextureTypes[tt].shapeName;
TextureFlavor::Shape baseShape = kBaseTextureTypes[tt].baseShape;
for (int isArray = 0; isArray < 2; ++isArray)
{
// Arrays of 3D textures aren't allowed
if (isArray && baseShape == TextureFlavor::Shape::Shape3D) continue;
for (int isMultisample = 0; isMultisample < 2; ++isMultisample)
{
for (int accessLevel = 0; accessLevel < kBaseTextureAccessLevelCount; ++accessLevel)
{
auto access = kBaseTextureAccessLevels[accessLevel].access;
// No such thing as RWTextureCube
if (access == SLANG_RESOURCE_ACCESS_READ_WRITE && baseShape == TextureFlavor::Shape::ShapeCube)
{
continue;
}
// TODO: any constraints to enforce on what gets to be multisampled?
unsigned flavor = baseShape;
if (isArray) flavor |= TextureFlavor::ArrayFlag;
if (isMultisample) flavor |= TextureFlavor::MultisampleFlag;
// if (isShadow) flavor |= TextureFlavor::ShadowFlag;
flavor |= (access << 8);
// emit a generic signature
// TODO: allow for multisample count to come in as well...
sb << "__generic<T = float4> ";
if(prefixInfo.combined)
{
sb << "__magic_type(TextureSampler," << int(flavor) << ")\n";
sb << "__intrinsic_type(" << (kIROp_TextureSamplerType + (int(flavor) << kIROpMeta_OtherShift)) << ")\n";
}
else
{
sb << "__magic_type(Texture," << int(flavor) << ")\n";
sb << "__intrinsic_type(" << (kIROp_TextureType + (int(flavor) << kIROpMeta_OtherShift)) << ")\n";
}
sb << "struct ";
sb << kBaseTextureAccessLevels[accessLevel].name;
sb << baseName;
sb << baseShapeName;
if (isMultisample) sb << "MS";
if (isArray) sb << "Array";
// if (isShadow) sb << "Shadow";
sb << "\n{";
char const* samplerStateParam = prefixInfo.combined ? "" : "SamplerState s, ";
if( !isMultisample )
{
sb << "float CalculateLevelOfDetail(" << samplerStateParam;
sb << "float" << kBaseTextureTypes[tt].coordCount << " location);\n";
sb << "float CalculateLevelOfDetailUnclamped(" << samplerStateParam;
sb << "float" << kBaseTextureTypes[tt].coordCount << " location);\n";
}
// `GetDimensions`
for(int isFloat = 0; isFloat < 2; ++isFloat)
for(int includeMipInfo = 0; includeMipInfo < 2; ++includeMipInfo)
{
{
sb << "__glsl_version(450)\n";
sb << "__glsl_extension(GL_EXT_samplerless_texture_functions)";
sb << "__target_intrinsic(glsl, \"(";
int aa = 1;
String lodStr = ", 0";
if (includeMipInfo)
{
int mipLevelArg = aa++;
lodStr = ", int($";
lodStr.append(mipLevelArg);
lodStr.append(")");
}
String opStr = " = textureSize($0" + lodStr;
switch( access )
{
case SLANG_RESOURCE_ACCESS_READ_WRITE:
case SLANG_RESOURCE_ACCESS_RASTER_ORDERED:
opStr = " = imageSize($0";
break;
default:
break;
}
int cc = 0;
switch(baseShape)
{
case TextureFlavor::Shape::Shape1D:
sb << "($" << aa++ << opStr << ")";
if (isArray)
{
sb << ".x";
}
sb << ")";
cc = 1;
break;
case TextureFlavor::Shape::Shape2D:
case TextureFlavor::Shape::ShapeCube:
sb << "($" << aa++ << opStr << ").x)";
sb << ", ($" << aa++ << opStr << ").y)";
cc = 2;
break;
case TextureFlavor::Shape::Shape3D:
sb << "($" << aa++ << opStr << ").x)";
sb << ", ($" << aa++ << opStr << ").y)";
sb << ", ($" << aa++ << opStr << ").z)";
cc = 3;
break;
default:
SLANG_UNEXPECTED("unhandled resource shape");
break;
}
if(isArray)
{
sb << ", ($" << aa++ << opStr << ")." << kComponentNames[cc] << ")";
}
if(isMultisample)
{
sb << ", ($" << aa++ << " = textureSamples($0))";
}
if (includeMipInfo)
{
sb << ", ($" << aa++ << " = textureQueryLevels($0))";
}
sb << ")\")\n";
}
char const* t = isFloat ? "out float " : "out uint ";
sb << "void GetDimensions(";
if(includeMipInfo)
sb << "uint mipLevel, ";
switch(baseShape)
{
case TextureFlavor::Shape::Shape1D:
sb << t << "width";
break;
case TextureFlavor::Shape::Shape2D:
case TextureFlavor::Shape::ShapeCube:
sb << t << "width,";
sb << t << "height";
break;
case TextureFlavor::Shape::Shape3D:
sb << t << "width,";
sb << t << "height,";
sb << t << "depth";
break;
default:
assert(!"unexpected");
break;
}
if(isArray)
{
sb << ", " << t << "elements";
}
if(isMultisample)
{
sb << ", " << t << "sampleCount";
}
if(includeMipInfo)
sb << ", " << t << "numberOfLevels";
sb << ");\n";
}
// `GetSamplePosition()`
if( isMultisample )
{
sb << "float2 GetSamplePosition(int s);\n";
}
// `Load()`
if( kBaseTextureTypes[tt].coordCount + isArray < 4 )
{
// The `Load()` operation on an ordinary `Texture2D` takes
// an `int3` for the location, where `.xy` holds the texel
// coordinates, and `.z` holds the mip level to use.
//
// The third coordinate for mip level is absent in
// `Texure2DMS.Load()` and `RWTexture2D.Load`. This pattern
// is repreated for all the other texture shapes.
//
bool needsMipLevel = !isMultisample && (access == SLANG_RESOURCE_ACCESS_READ);
int loadCoordCount = kBaseTextureTypes[tt].coordCount + isArray + (needsMipLevel?1:0);
char const* glslFuncName = (access == SLANG_RESOURCE_ACCESS_READ) ? "texelFetch" : "imageLoad";
// When translating to GLSL, we need to break apart the `location` argument.
//
// TODO: this should realy be handled by having this member actually get lowered!
static const char* kGLSLLoadCoordsSwizzle[] = { "", "", "x", "xy", "xyz", "xyzw" };
static const char* kGLSLLoadLODSwizzle[] = { "", "", "y", "z", "w", "error" };
// TODO: The GLSL translations here only handle the read-only texture
// cases (stuff that lowers to `texture*` in GLSL) and not the stuff
// that lowers to `image*`.
//
// At some point it may make sense to separate the read-only and
// `RW`/`RasterizerOrdered` cases here rather than try to share code.
if (isMultisample)
{
sb << "__glsl_extension(GL_EXT_samplerless_texture_functions)";
sb << "__target_intrinsic(glsl, \"$c" << glslFuncName << "($0, $1, $2)$z\")\n";
}
else
{
sb << "__glsl_extension(GL_EXT_samplerless_texture_functions)";
sb << "__target_intrinsic(glsl, \"$c" << glslFuncName << "($0, ";
if( needsMipLevel )
{
sb << "($1)." << kGLSLLoadCoordsSwizzle[loadCoordCount] << ", ($1)." << kGLSLLoadLODSwizzle[loadCoordCount];
}
else
{
sb << "$1";
}
sb << ")$z\")\n";
}
// CUDA
if (isMultisample)
{
}
else
{
if (access == SLANG_RESOURCE_ACCESS_READ_WRITE)
{
const int coordCount = kBaseTextureTypes[tt].coordCount;
const int vecCount = coordCount + int(isArray);
if( baseShape != TextureFlavor::Shape::ShapeCube )
{
sb << "__target_intrinsic(cuda, \"surf" << coordCount << "D";
if (isArray)
{
sb << "Layered";
}
sb << "read";
sb << "<$T0>($0";
for (int i = 0; i < coordCount; ++i)
{
sb << ", ($1)";
if (vecCount > 1)
{
sb << '.' << char(i + 'x');
}
// Surface access is *byte* addressed in x in CUDA
if (i == 0)
{
sb << " * $E";
}
}
if (isArray)
{
sb << ", int(($1)." << char(coordCount + 'x') << ")";
}
sb << ", SLANG_CUDA_BOUNDARY_MODE)\")\n";
}
else
{
sb << "__target_intrinsic(cuda, \"surfCubemap";
if (isArray)
{
sb << "Layered";
}
sb << "read";
// Surface access is *byte* addressed in x in CUDA
sb << "<$T0>($0, ($1).x * $E, ($1).y, ($1).z";
if (isArray)
{
sb << ", int(($1).w)";
}
sb << ", SLANG_CUDA_BOUNDARY_MODE)\")\n";
}
}
else if (access == SLANG_RESOURCE_ACCESS_READ)
{
// We can allow this on Texture1D
if( baseShape == TextureFlavor::Shape::Shape1D && isArray == false)
{
sb << "__target_intrinsic(cuda, \"tex1Dfetch<$T0>($0, ($1).x)\")\n";
}
}
}
sb << "T Load(";
sb << "int" << loadCoordCount << " location";
if(isMultisample)
{
sb << ", int sampleIndex";
}
sb << ");\n";
// GLSL
if (isMultisample)
{
sb << "__glsl_extension(GL_EXT_samplerless_texture_functions)";
sb << "__target_intrinsic(glsl, \"$c" << glslFuncName << "($0, $0, $1, $2)$z\")\n";
}
else
{
sb << "__glsl_extension(GL_EXT_samplerless_texture_functions)";
sb << "__target_intrinsic(glsl, \"$c" << glslFuncName << "($0, ";
if( needsMipLevel )
{
sb << "($1)." << kGLSLLoadCoordsSwizzle[loadCoordCount] << ", ($1)." << kGLSLLoadLODSwizzle[loadCoordCount];
}
else
{
sb << "$1, 0";
}
sb << ", $2)$z\")\n";
}
sb << "T Load(";
sb << "int" << loadCoordCount << " location";
if(isMultisample)
{
sb << ", int sampleIndex";
}
sb << ", constexpr int" << kBaseTextureTypes[tt].coordCount << " offset";
sb << ");\n";
sb << "T Load(";
sb << "int" << loadCoordCount << " location";
if(isMultisample)
{
sb << ", int sampleIndex";
}
sb << ", constexpr int" << kBaseTextureTypes[tt].coordCount << " offset";
sb << ", out uint status";
sb << ");\n";
}
if(baseShape != TextureFlavor::Shape::ShapeCube)
{
int N = kBaseTextureTypes[tt].coordCount + isArray;
char const* uintNs[] = { "", "uint", "uint2", "uint3", "uint4" };
char const* ivecNs[] = { "", "int", "ivec2", "ivec3", "ivec4" };
auto uintN = uintNs[N];
auto ivecN = ivecNs[N];
// subscript operator
sb << "__subscript(" << uintN << " location) -> T {\n";
// !!!!!!!!!!!!!!!!!!!! get !!!!!!!!!!!!!!!!!!!!!!!
// GLSL/SPIR-V distinguished sampled vs. non-sampled images
{
switch( access )
{
case SLANG_RESOURCE_ACCESS_NONE:
case SLANG_RESOURCE_ACCESS_READ:
sb << "__glsl_extension(GL_EXT_samplerless_texture_functions)";
sb << "__target_intrinsic(glsl, \"$ctexelFetch($0, " << ivecN << "($1)";
if( !isMultisample )
{
sb << ", 0";
}
else
{
// TODO: how to handle passing through sample index?
sb << ", 0";
}
break;
default:
sb << "__target_intrinsic(glsl, \"$cimageLoad($0, " << ivecN << "($1)";
if( isMultisample )
{
// TODO: how to handle passing through sample index?
sb << ", 0";
}
break;
}
sb << ")$z\")\n";
}
// CUDA
{
if (access == SLANG_RESOURCE_ACCESS_READ_WRITE)
{
const int coordCount = kBaseTextureTypes[tt].coordCount;
const int vecCount = coordCount + int(isArray);
sb << "__target_intrinsic(cuda, \"surf";
if( baseShape != TextureFlavor::Shape::ShapeCube )
{
sb << coordCount << "D";
}
else
{
sb << "Cubemap";
}
sb << (isArray ? "Layered" : "");
sb << "read$C<$T0>($0";
for (int i = 0; i < vecCount; ++i)
{
sb << ", ($1)";
if (vecCount > 1)
{
sb << '.' << char(i + 'x');
}
// Surface access is *byte* addressed in x in CUDA
if (i == 0)
{
sb << " * $E";
}
}
sb << ", SLANG_CUDA_BOUNDARY_MODE)\")\n";
}
else if (access == SLANG_RESOURCE_ACCESS_READ)
{
// We can allow this on Texture1D
if( baseShape == TextureFlavor::Shape::Shape1D && isArray == false)
{
sb << "__target_intrinsic(cuda, \"tex1Dfetch<$T0>($0, $1)\")\n";
}
}
}
// Output that has get
sb << " get;\n";
// !!!!!!!!!!!!!!!!!!!! set !!!!!!!!!!!!!!!!!!!!!!!
if (!(access == SLANG_RESOURCE_ACCESS_NONE || access == SLANG_RESOURCE_ACCESS_READ))
{
// GLSL
sb << "__target_intrinsic(glsl, \"imageStore($0, " << ivecN << "($1), $V2)\")\n";
// CUDA
{
const int coordCount = kBaseTextureTypes[tt].coordCount;
const int vecCount = coordCount + int(isArray);
sb << "__target_intrinsic(cuda, \"surf";
if( baseShape != TextureFlavor::Shape::ShapeCube )
{
sb << coordCount << "D";
}
else
{
sb << "Cubemap";
}
sb << (isArray ? "Layered" : "");
sb << "write$C<$T0>($2, $0";
for (int i = 0; i < vecCount; ++i)
{
sb << ", ($1)";
if (vecCount > 1)
{
sb << '.' << char(i + 'x');
}
// Surface access is *byte* addressed in x in CUDA
if (i == 0)
{
sb << " * $E";
}
}
sb << ", SLANG_CUDA_BOUNDARY_MODE)\")\n";
}
// Set
sb << " [nonmutating] set;\n";
}
// !!!!!!!!!!!!!!!!!! ref !!!!!!!!!!!!!!!!!!!!!!!!!
// Depending on the access level of the texture type,
// we either have just a getter (the default), or both
// a getter and setter.
switch( access )
{
case SLANG_RESOURCE_ACCESS_NONE:
case SLANG_RESOURCE_ACCESS_READ:
break;
default:
sb << "__intrinsic_op(" << int(kIROp_ImageSubscript) << ") ref;\n";
break;
}
sb << "}\n";
}
if( !isMultisample )
{
// `Sample()`
sb << "__target_intrinsic(glsl, \"$ctexture($p, $2)$z\")\n";
// CUDA
{
const int coordCount = kBaseTextureTypes[tt].coordCount;
const int vecCount = coordCount + int(isArray);
if( baseShape != TextureFlavor::Shape::ShapeCube )
{
sb << "__target_intrinsic(cuda, \"tex" << coordCount << "D";
if (isArray)
{
sb << "Layered";
}
sb << "<$T0>($0";
for (int i = 0; i < coordCount; ++i)
{
sb << ", ($2)";
if (vecCount > 1)
{
sb << '.' << char(i + 'x');
}
}
if (isArray)
{
sb << ", int(($2)." << char(coordCount + 'x') << ")";
}
sb << ")\")\n";
}
else
{
sb << "__target_intrinsic(cuda, \"texCubemap";
if (isArray)
{
sb << "Layered";
}
sb << "<$T0>($0, ($2).x, ($2).y, ($2).z";
if (isArray)
{
sb << ", int(($2).w)";
}
sb << ")\")\n";
}
}
sb << "T Sample(" << samplerStateParam;;
sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location);\n";
if( baseShape != TextureFlavor::Shape::ShapeCube )
{
sb << "__target_intrinsic(glsl, \"$ctextureOffset($p, $2, $3)$z\")\n";
sb << "T Sample(" << samplerStateParam;;
sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, ";
sb << "constexpr int" << kBaseTextureTypes[tt].coordCount << " offset);\n";
}
sb << "T Sample(" << samplerStateParam;
sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, ";
if( baseShape != TextureFlavor::Shape::ShapeCube )
{
sb << "constexpr int" << kBaseTextureTypes[tt].coordCount << " offset, ";
}
sb << "float clamp);\n";
sb << "T Sample(" << samplerStateParam;
sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, ";
if( baseShape != TextureFlavor::Shape::ShapeCube )
{
sb << "constexpr int" << kBaseTextureTypes[tt].coordCount << " offset, ";
}
sb << "float clamp, out uint status);\n";
// `SampleBias()`
sb << "__target_intrinsic(glsl, \"$ctexture($p, $2, $3)$z\")\n";
sb << "T SampleBias(" << samplerStateParam;
sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, float bias);\n";
if( baseShape != TextureFlavor::Shape::ShapeCube )
{
sb << "__target_intrinsic(glsl, \"$ctextureOffset($p, $2, $3, $4)$z\")\n";
sb << "T SampleBias(" << samplerStateParam;
sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, float bias, ";
sb << "constexpr int" << kBaseTextureTypes[tt].coordCount << " offset);\n";
}
int baseCoordCount = kBaseTextureTypes[tt].coordCount;
int arrCoordCount = baseCoordCount + isArray;
if (arrCoordCount <= 3)
{
// `SampleCmp()` and `SampleCmpLevelZero`
sb << "__target_intrinsic(glsl, \"texture($p, vec" << arrCoordCount + 1 << "($2, $3))\")";
sb << "float SampleCmp(SamplerComparisonState s, ";
sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, ";
sb << "float compareValue";
sb << ");\n";
sb << "__target_intrinsic(glsl, \"texture($p, vec" << arrCoordCount + 1 << "($2, $3))\")";
sb << "float SampleCmpLevelZero(SamplerComparisonState s, ";
sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, ";
sb << "float compareValue";
sb << ");\n";
}
if (arrCoordCount < 3)
{
int extCoordCount = arrCoordCount + 1;
if (extCoordCount < 3)
extCoordCount = 3;
sb << "__target_intrinsic(glsl, \"$ctextureLod($p, ";
sb << "vec" << extCoordCount << "($2,";
for (int ii = arrCoordCount; ii < extCoordCount - 1; ++ii)
{
sb << " 0.0,";
}
sb << "$3)";
sb << ", 0.0)$z\")\n";
}
else if(arrCoordCount <= 3)
{
int extCoordCount = arrCoordCount + 1;
if (extCoordCount < 3)
extCoordCount = 3;
sb << "__target_intrinsic(glsl, \"$ctextureGrad($p, ";
sb << "vec" << extCoordCount << "($2,";
for (int ii = arrCoordCount; ii < extCoordCount - 1; ++ii)
{
sb << " 0.0,";
}
sb << "$3)";
// Construct gradients
sb << ", vec" << baseCoordCount << "(0.0)";
sb << ", vec" << baseCoordCount << "(0.0)";
sb << ")$z\")\n";
}
if( baseShape != TextureFlavor::Shape::ShapeCube )
{
// Note(tfoley): MSDN seems confused, and claims that the `offset`
// parameter for `SampleCmp` is available for everything but 3D
// textures, while `Sample` and `SampleBias` are consistent in
// saying they only exclude `offset` for cube maps (which makes
// sense). I'm going to assume the documentation for `SampleCmp`
// is just wrong.
sb << "float SampleCmp(SamplerComparisonState s, ";
sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, ";
sb << "float compareValue, ";
sb << "constexpr int" << kBaseTextureTypes[tt].coordCount << " offset);\n";
sb << "float SampleCmpLevelZero(SamplerComparisonState s, ";
sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, ";
sb << "float compareValue, ";
sb << "constexpr int" << kBaseTextureTypes[tt].coordCount << " offset);\n";
}
// TODO(JS): Not clear how to map this to CUDA, because in HLSL, the gradient is a vector based on
// the dimension. On CUDA there is texNDGrad, but it always just takes ddx, ddy.
// I could just assume 0 for elements not supplied, and ignore z. For now will just leave
sb << "__target_intrinsic(glsl, \"$ctextureGrad($p, $2, $3, $4)$z\")\n";
sb << "T SampleGrad(" << samplerStateParam;
sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, ";
sb << "float" << kBaseTextureTypes[tt].coordCount << " gradX, ";
sb << "float" << kBaseTextureTypes[tt].coordCount << " gradY";
sb << ");\n";
if( baseShape != TextureFlavor::Shape::ShapeCube )
{
sb << "__target_intrinsic(glsl, \"$ctextureGradOffset($p, $2, $3, $4, $5)$z\")\n";
sb << "T SampleGrad(" << samplerStateParam;
sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, ";
sb << "float" << kBaseTextureTypes[tt].coordCount << " gradX, ";
sb << "float" << kBaseTextureTypes[tt].coordCount << " gradY, ";
sb << "constexpr int" << kBaseTextureTypes[tt].coordCount << " offset);\n";
sb << "__glsl_extension(GL_ARB_sparse_texture_clamp)";
sb << "__target_intrinsic(glsl, \"$ctextureGradOffsetClampARB($p, $2, $3, $4, $5, $6)$z\")\n";
sb << "T SampleGrad(" << samplerStateParam;
sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, ";
sb << "float" << kBaseTextureTypes[tt].coordCount << " gradX, ";
sb << "float" << kBaseTextureTypes[tt].coordCount << " gradY, ";
sb << "constexpr int" << kBaseTextureTypes[tt].coordCount << " offset, ";
sb << "float lodClamp);\n";
}
// `SampleLevel`
sb << "__target_intrinsic(glsl, \"$ctextureLod($p, $2, $3)$z\")\n";
// CUDA
{
const int coordCount = kBaseTextureTypes[tt].coordCount;
const int vecCount = coordCount + int(isArray);
if( baseShape != TextureFlavor::Shape::ShapeCube )
{
sb << "__target_intrinsic(cuda, \"tex" << coordCount << "D";
if (isArray)
{
sb << "Layered";
}
sb << "Lod<$T0>($0";
for (int i = 0; i < coordCount; ++i)
{
sb << ", ($2)";
if (vecCount > 1)
{
sb << '.' << char(i + 'x');
}
}
if (isArray)
{
sb << ", int(($2)." << char(coordCount + 'x') << ")";
}
sb << ", $3)\")\n";
}
else
{
sb << "__target_intrinsic(cuda, \"texCubemap";
if (isArray)
{
sb << "Layered";
}
sb << "Lod<$T0>($0, ($2).x, ($2).y, ($2).z";
if (isArray)
{
sb << ", int(($2).w)";
}
sb << ", $3)\")\n";
}
}
sb << "T SampleLevel(" << samplerStateParam;
sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, ";
sb << "float level);\n";
if( baseShape != TextureFlavor::Shape::ShapeCube )
{
sb << "__target_intrinsic(glsl, \"$ctextureLodOffset($p, $2, $3, $4)$z\")\n";
sb << "T SampleLevel(" << samplerStateParam;
sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, ";
sb << "float level, ";
sb << "constexpr int" << kBaseTextureTypes[tt].coordCount << " offset);\n";
}
}
sb << "\n};\n";
// `Gather*()` operations are handled via an `extension` declaration,
// because this lets us capture the element type of the texture.
//
// TODO: longer-term there should be something like a `TextureElementType`
// interface, that both scalars and vectors implement, that then exposes
// a `Scalar` associated type, and `Gather` can return `vector<T.Scalar, 4>`.
//
static const struct {
char const* genericPrefix;
char const* elementType;
char const* outputType;
} kGatherExtensionCases[] = {
{ "__generic<T, let N : int>", "vector<T,N>", "vector<T, 4>" },
{ "", "float", "vector<float, 4>" },
{ "", "int" , "vector<int, 4>"},
{ "", "uint", "vector<uint, 4>"},
// TODO: need a case here for scalars `T`, but also
// need to ensure that case doesn't accidentally match
// for `T = vector<...>`, which requires actual checking
// of constraints on generic parameters.
};
for(auto cc : kGatherExtensionCases)
{
// TODO: this should really be an `if` around the entire `Gather` logic
if (isMultisample) break;
EMIT_LINE_DIRECTIVE();
sb << cc.genericPrefix << " __extension ";
sb << kBaseTextureAccessLevels[accessLevel].name;
sb << baseName;
sb << baseShapeName;
if (isArray) sb << "Array";
sb << "<" << cc.elementType << " >";
sb << "\n{\n";
// `Gather`
// (tricky because it returns a 4-vector of the element type
// of the texture components...)
//
// TODO: is it actually correct to restrict these so that, e.g.,
// `GatherAlpha()` isn't allowed on `Texture2D<float3>` because
// it nominally doesn't have an alpha component?
static const struct {
int componentIndex;
char const* componentName;
} kGatherComponets[] = {
{ 0, "" },
{ 0, "Red" },
{ 1, "Green" },
{ 2, "Blue" },
{ 3, "Alpha" },
};
for(auto kk : kGatherComponets)
{
auto componentIndex = kk.componentIndex;
auto componentName = kk.componentName;
auto outputType = cc.outputType;
EMIT_LINE_DIRECTIVE();
sb << "__target_intrinsic(glsl, \"textureGather($p, $2, " << componentIndex << ")\")\n";
if (kBaseTextureTypes[tt].coordCount == 2)
{
// Gather only works on 2D in CUDA
// "It is based on the base type of DataType except when readMode is equal to cudaReadModeNormalizedFloat (see Texture Reference API), in which case it is always float4."
sb << "__target_intrinsic(cuda, \"tex2Dgather<$T0>($0, ($2).x, ($2).y, " << componentIndex << ")\")\n";
}
sb << outputType << " Gather" << componentName << "(" << samplerStateParam;
sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location);\n";
EMIT_LINE_DIRECTIVE();
sb << "__target_intrinsic(glsl, \"textureGatherOffset($p, $2, $3, " << componentIndex << ")\")\n";
sb << outputType << " Gather" << componentName << "(" << samplerStateParam;
sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, ";
sb << "constexpr int" << kBaseTextureTypes[tt].coordCount << " offset);\n";
EMIT_LINE_DIRECTIVE();
sb << outputType << " Gather" << componentName << "(" << samplerStateParam;
sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, ";
sb << "constexpr int" << kBaseTextureTypes[tt].coordCount << " offset, ";
sb << "out uint status);\n";
EMIT_LINE_DIRECTIVE();
sb << "__target_intrinsic(glsl, \"textureGatherOffsets($p, $2, int" << kBaseTextureTypes[tt].coordCount << "[]($3, $4, $5, $6), " << componentIndex << ")\")\n";
sb << outputType << " Gather" << componentName << "(" << samplerStateParam;
sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, ";
sb << "int" << kBaseTextureTypes[tt].coordCount << " offset1, ";
sb << "int" << kBaseTextureTypes[tt].coordCount << " offset2, ";
sb << "int" << kBaseTextureTypes[tt].coordCount << " offset3, ";
sb << "int" << kBaseTextureTypes[tt].coordCount << " offset4);\n";
EMIT_LINE_DIRECTIVE();
sb << outputType << " Gather" << componentName << "(" << samplerStateParam;
sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, ";
sb << "int" << kBaseTextureTypes[tt].coordCount << " offset1, ";
sb << "int" << kBaseTextureTypes[tt].coordCount << " offset2, ";
sb << "int" << kBaseTextureTypes[tt].coordCount << " offset3, ";
sb << "int" << kBaseTextureTypes[tt].coordCount << " offset4, ";
sb << "out uint status);\n";
}
EMIT_LINE_DIRECTIVE();
sb << "\n}\n";
}
}
}
}
}
}}}}
//@ hidden:
${{{{
for (auto op : intrinsicUnaryOps)
{
for (auto type : kBaseTypes)
{
if ((type.flags & op.flags) == 0)
continue;
char const* resultType = type.name;
if (op.flags & BOOL_RESULT) resultType = "bool";
// scalar version
sb << "__prefix __intrinsic_op(" << int(op.opCode) << ") " << resultType << " operator" << op.opName << "(" << type.name << " value);\n";
// vector version
sb << "__generic<let N : int> ";
sb << "__prefix __intrinsic_op(" << int(op.opCode) << ") vector<" << resultType << ",N> operator" << op.opName << "(" << "vector<" << type.name << ",N> value);\n";
// matrix version
sb << "__generic<let N : int, let M : int> ";
sb << "__prefix __intrinsic_op(" << int(op.opCode) << ") matrix<" << resultType << ",N,M> operator" << op.opName << "(" << "matrix<" << type.name << ",N,M> value);\n";
}
// Synthesize generic versions
if(op.interface)
{
char const* resultType = "T";
if (op.flags & BOOL_RESULT) resultType = "bool";
// scalar version
sb << "__generic<T : " << op.interface << ">\n";
sb << "__prefix __intrinsic_op(" << int(op.opCode) << ") " << resultType << " operator" << op.opName << "(" << "T value);\n";
// vector version
sb << "__generic<T : " << op.interface << ", let N : int> ";
sb << "__prefix __intrinsic_op(" << int(op.opCode) << ") vector<" << resultType << ",N> operator" << op.opName << "(vector<T,N> value);\n";
// matrix version
sb << "__generic<T : " << op.interface << ", let N : int, let M : int> ";
sb << "__prefix __intrinsic_op(" << int(op.opCode) << ") matrix<" << resultType << ",N,M> operator" << op.opName << "(matrix<T,N,M> value);\n";
}
}
}}}}
__generic<T : __BuiltinArithmeticType>
[__unsafeForceInlineEarly]
__prefix T operator+(T value)
{ return value; }
__generic<T : __BuiltinArithmeticType, let N : int>
[__unsafeForceInlineEarly]
__prefix vector<T,N> operator+(vector<T,N> value)
{ return value; }
__generic<T : __BuiltinArithmeticType, let R : int, let C : int>
[__unsafeForceInlineEarly]
__prefix matrix<T,R,C> operator+(matrix<T,R,C> value)
{ return value; }
${{{{
static const struct IncDecOpInfo
{
char const* name;
char const* binOp;
} kIncDecOps[] =
{
{ "++", "+" },
{ "--", "-" },
};
static const struct IncDecOpFixity
{
char const* qual;
char const* bodyPrefix;
char const* returnVal;
} kIncDecFixities[] =
{
{ "__prefix", "", "value" },
{ "__postfix", " let result = value;", "result" },
};
for(auto op : kIncDecOps)
for(auto fixity : kIncDecFixities)
{
}}}}
$(fixity.qual)
__generic<T : __BuiltinArithmeticType>
[__unsafeForceInlineEarly]
T operator$(op.name)(in out T value)
{$(fixity.bodyPrefix) value = value $(op.binOp) T(1); return $(fixity.returnVal); }
$(fixity.qual)
__generic<T : __BuiltinArithmeticType, let N : int>
[__unsafeForceInlineEarly]
vector<T,N> operator$(op.name)(in out vector<T,N> value)
{$(fixity.bodyPrefix) value = value $(op.binOp) T(1); return $(fixity.returnVal); }
$(fixity.qual)
__generic<T : __BuiltinArithmeticType, let R : int, let C : int>
[__unsafeForceInlineEarly]
matrix<T,R,C> operator$(op.name)(in out matrix<T,R,C> value)
{$(fixity.bodyPrefix) value = value $(op.binOp) T(1); return $(fixity.returnVal); }
${{{{
}
for (auto op : intrinsicBinaryOps)
{
for (auto type : kBaseTypes)
{
if ((type.flags & op.flags) == 0)
continue;
char const* leftType = type.name;
char const* rightType = leftType;
char const* resultType = leftType;
if (op.flags & BOOL_RESULT) resultType = "bool";
// TODO: We should handle a `SHIFT` flag on the op
// by changing `rightType` to `int` in order to
// account for the fact that the shift amount should
// always have a fixed type independent of the LHS.
//
// (It is unclear why this change hadn't been made
// already, so it is possible that such a change
// breaks overload resolution or other parts of
// the compiler)
// scalar version
sb << "__intrinsic_op(" << int(op.opCode) << ") " << resultType << " operator" << op.opName << "(" << leftType << " left, " << rightType << " right);\n";
// vector version
sb << "__generic<let N : int> ";
sb << "__intrinsic_op(" << int(op.opCode) << ") vector<" << resultType << ",N> operator" << op.opName << "(vector<" << leftType << ",N> left, vector<" << rightType << ",N> right);\n";
// matrix version
sb << "__generic<let N : int, let M : int> ";
sb << "__intrinsic_op(" << int(op.opCode) << ") matrix<" << resultType << ",N,M> operator" << op.opName << "(matrix<" << leftType << ",N,M> left, matrix<" << rightType << ",N,M> right);\n";
// We currently synthesize addiitonal overloads
// for the case where one or the other operand
// is a scalar. This choice serves a few purposes:
//
// 1. It avoids introducing scalar-to-vector or
// scalar-to-matrix promotions before the operator,
// which might allow some back ends to produce
// more optimal code.
//
// 2. It avoids concerns about making overload resolution
// and the inference rules for `N` and `M` able to
// handle the mixed vector/scalar or matrix/scalar case.
//
// 3. Having explicit overloads for the matrix/scalar cases
// here means that we do *not* need to support a general
// implicit conversion from scalars to matrices, unless
// we decide we want to.
//
// Note: Case (2) of the motivation shouldn't really apply
// any more, because we end up having to support similar
// inteference for built-in binary math functions where
// vectors and scalars might be combined (and where defining
// additional overloads to cover all the combinations doesn't
// seem practical or desirable).
//
// TODO: We should consider whether dropping these extra
// overloads is possible and worth it. The optimization
// concern (1) could possibly be addressed in specific
// back-ends. The issue (3) about not wanting to support
// implicit scalar-to-matrix conversion may be moot if
// we end up needing to support mixed scalar/matrix input
// for builtin in non-operator functions anyway.
// scalar-vector and scalar-matrix
sb << "__generic<let N : int> ";
sb << "__intrinsic_op(" << int(op.opCode) << ") vector<" << resultType << ",N> operator" << op.opName << "(" << leftType << " left, vector<" << rightType << ",N> right);\n";
sb << "__generic<let N : int, let M : int> ";
sb << "__intrinsic_op(" << int(op.opCode) << ") matrix<" << resultType << ",N,M> operator" << op.opName << "(" << leftType << " left, matrix<" << rightType << ",N,M> right);\n";
// vector-scalar and matrix-scalar
sb << "__generic<let N : int> ";
sb << "__intrinsic_op(" << int(op.opCode) << ") vector<" << resultType << ",N> operator" << op.opName << "(vector<" << leftType << ",N> left, " << rightType << " right);\n";
sb << "__generic<let N : int, let M : int> ";
sb << "__intrinsic_op(" << int(op.opCode) << ") matrix<" << resultType << ",N,M> operator" << op.opName << "(matrix<" << leftType << ",N,M> left, " << rightType << " right);\n";
}
// Synthesize generic versions
if(op.interface)
{
char const* leftType = "T";
char const* rightType = leftType;
char const* resultType = leftType;
if (op.flags & BOOL_RESULT) resultType = "bool";
// TODO: handle `SHIFT`
// scalar version
sb << "__generic<T : " << op.interface << ">\n";
sb << "__intrinsic_op(" << int(op.opCode) << ") " << resultType << " operator" << op.opName << "(" << leftType << " left, " << rightType << " right);\n";
// vector version
sb << "__generic<T : " << op.interface << ", let N : int> ";
sb << "__intrinsic_op(" << int(op.opCode) << ") vector<" << resultType << ",N> operator" << op.opName << "(vector<" << leftType << ",N> left, vector<" << rightType << ",N> right);\n";
// matrix version
sb << "__generic<T : " << op.interface << ", let N : int, let M : int> ";
sb << "__intrinsic_op(" << int(op.opCode) << ") matrix<" << resultType << ",N,M> operator" << op.opName << "(matrix<" << leftType << ",N,M> left, matrix<" << rightType << ",N,M> right);\n";
// scalar-vector and scalar-matrix
sb << "__generic<T : " << op.interface << ", let N : int> ";
sb << "__intrinsic_op(" << int(op.opCode) << ") vector<" << resultType << ",N> operator" << op.opName << "(" << leftType << " left, vector<" << rightType << ",N> right);\n";
sb << "__generic<T : " << op.interface << ", let N : int, let M : int> ";
sb << "__intrinsic_op(" << int(op.opCode) << ") matrix<" << resultType << ",N,M> operator" << op.opName << "(" << leftType << " left, matrix<" << rightType << ",N,M> right);\n";
// vector-scalar and matrix-scalar
sb << "__generic<T : " << op.interface << ", let N : int> ";
sb << "__intrinsic_op(" << int(op.opCode) << ") vector<" << resultType << ",N> operator" << op.opName << "(vector<" << leftType << ",N> left, " << rightType << " right);\n";
sb << "__generic<T : " << op.interface << ", let N : int, let M : int> ";
sb << "__intrinsic_op(" << int(op.opCode) << ") matrix<" << resultType << ",N,M> operator" << op.opName << "(matrix<" << leftType << ",N,M> left, " << rightType << " right);\n";
}
}
// We will declare the shift operations entirely as generics
// rather than try to handle all the pairings of left-hand
// and right-hand side types.
//
static const struct ShiftOpInfo
{
char const* name;
int op;
} kShiftOps[] =
{
{ "<<", kIROp_Lsh },
{ ">>", kIROp_Rsh },
};
for(auto info : kShiftOps) {
}}}}
__generic<L: __BuiltinIntegerType, R: __BuiltinIntegerType>
__intrinsic_op($(info.op))
L operator$(info.name)(L left, R right);
__generic<L: __BuiltinIntegerType, R: __BuiltinIntegerType>
[__unsafeForceInlineEarly]
L operator$(info.name)=(in out L left, R right)
{
left = left $(info.name) right;
return left;
}
__generic<L: __BuiltinIntegerType, R: __BuiltinIntegerType, let N : int>
__intrinsic_op($(info.op))
vector<L,N> operator$(info.name)(vector<L,N> left, vector<R,N> right);
__generic<L: __BuiltinIntegerType, R: __BuiltinIntegerType, let N : int>
[__unsafeForceInlineEarly]
vector<L,N> operator$(info.name)=(in out vector<L,N> left, vector<R,N> right)
{
left = left $(info.name) right;
return left;
}
__generic<L: __BuiltinIntegerType, R: __BuiltinIntegerType, let N : int, let M : int>
__intrinsic_op($(info.op))
matrix<L,N,M> operator$(info.name)(matrix<L,N,M> left, matrix<R,N,M> right);
__generic<L: __BuiltinIntegerType, R: __BuiltinIntegerType, let N : int, let M : int>
[__unsafeForceInlineEarly]
matrix<L, N, M> operator$(info.name)=(in out matrix<L, N, M> left, matrix<R, N, M> right)
{
left = left $(info.name) right;
return left;
}
__generic<L: __BuiltinIntegerType, R: __BuiltinIntegerType, let N : int>
__intrinsic_op($(info.op))
vector<L,N> operator$(info.name)(L left, vector<R,N> right);
__generic<L: __BuiltinIntegerType, R: __BuiltinIntegerType, let N : int, let M : int>
__intrinsic_op($(info.op))
matrix<L,N,M> operator$(info.name)(L left, matrix<R,N,M> right);
__generic<L: __BuiltinIntegerType, R: __BuiltinIntegerType, let N : int>
__intrinsic_op($(info.op))
vector<L,N> operator$(info.name)(vector<L,N> left, R right);
__generic<L: __BuiltinIntegerType, R: __BuiltinIntegerType, let N : int>
[__unsafeForceInlineEarly]
vector<L, N> operator$(info.name)=(in out vector<L, N> left, R right)
{
left = left $(info.name) right;
return left;
}
__generic<L: __BuiltinIntegerType, R: __BuiltinIntegerType, let N : int, let M : int>
__intrinsic_op($(info.op))
matrix<L,N,M> operator$(info.name)(matrix<L,N,M> left, R right);
__generic<L: __BuiltinIntegerType, R: __BuiltinIntegerType, let N : int, let M : int>
[__unsafeForceInlineEarly]
matrix<L,N,M> operator$(info.name)=(in out matrix<L,N,M> left, R right)
{
left = left $(info.name) right;
return left;
}
${{{{
}
static const struct CompoundBinaryOpInfo
{
char const* name;
char const* interface;
} kCompoundBinaryOps[] =
{
{ "+", "__BuiltinArithmeticType" },
{ "-", "__BuiltinArithmeticType" },
{ "*", "__BuiltinArithmeticType" },
{ "/", "__BuiltinArithmeticType" },
{ "%", "__BuiltinIntegerType" },
{ "%", "__BuiltinFloatingPointType" },
{ "&", "__BuiltinLogicalType" },
{ "|", "__BuiltinLogicalType" },
{ "^", "__BuiltinLogicalType" },
};
for( auto op : kCompoundBinaryOps )
{
}}}}
__generic<T : $(op.interface)>
[__unsafeForceInlineEarly]
T operator$(op.name)=(in out T left, T right)
{
left = left $(op.name) right;
return left;
}
__generic<T : $(op.interface), let N : int>
[__unsafeForceInlineEarly]
vector<T,N> operator$(op.name)=(in out vector<T,N> left, vector<T,N> right)
{
left = left $(op.name) right;
return left;
}
__generic<T : $(op.interface), let N : int>
[__unsafeForceInlineEarly]
vector<T,N> operator$(op.name)=(in out vector<T,N> left, T right)
{
left = left $(op.name) right;
return left;
}
__generic<T : $(op.interface), let R : int, let C : int>
[__unsafeForceInlineEarly]
matrix<T,R,C> operator$(op.name)=(in out matrix<T,R,C> left, matrix<T,R,C> right)
{
left = left $(op.name) right;
return left;
}
__generic<T : $(op.interface), let R : int, let C : int>
[__unsafeForceInlineEarly]
matrix<T,R,C> operator$(op.name)=(in out matrix<T,R,C> left, T right)
{
left = left $(op.name) right;
return left;
}
${{{{
}
}}}}
//@ public:
// Bit cast
__generic<T, U>
[__unsafeForceInlineEarly]
__intrinsic_op($(kIROp_BitCast))
T bit_cast(U value);
// Create Existential object
__generic<T, U>
[__unsafeForceInlineEarly]
__intrinsic_op($(kIROp_CreateExistentialObject))
T createDynamicObject(uint typeId, U value);
// Reinterpret
__generic<T, U>
[__unsafeForceInlineEarly]
__intrinsic_op($(kIROp_Reinterpret))
T reinterpret(U value);
// Specialized function
/// Given a string returns an integer hash of that string.
__intrinsic_op
int getStringHash(String string);
/// Use will produce a syntax error in downstream compiler
/// Useful for testing diagnostics around compilation errors of downstream compiler
/// It 'returns' an int so can be used in expressions without the front end complaining.
__target_intrinsic(hlsl, " @ ")
__target_intrinsic(glsl, " @ ")
__target_intrinsic(cuda, " @ ")
__target_intrinsic(cpp, " @ ")
int __SyntaxError();
/// For downstream compilers that allow sizeof/alignof/offsetof
/// Can't be called in the C/C++ style. Need to use __size_of<some_type>() as opposed to sizeof(some_type).
__generic<T>
__target_intrinsic(cuda, "sizeof($G0)")
__target_intrinsic(cpp, "sizeof($G0)")
int __sizeOf();
__generic<T>
__target_intrinsic(cuda, "sizeof($T0)")
__target_intrinsic(cpp, "sizeof($T0)")
int __sizeOf(T v);
__generic<T>
__target_intrinsic(cuda, "SLANG_ALIGN_OF($G0)")
__target_intrinsic(cpp, "SLANG_ALIGN_OF($G0)")
int __alignOf();
__generic<T>
__target_intrinsic(cuda, "SLANG_ALIGN_OF($T0)")
__target_intrinsic(cpp, "SLANG_ALIGN_OF($T0)")
int __alignOf(T v);
// It would be nice to have offsetof equivalent, but it's not clear how that would work in terms of the Slang language.
// Here we allow calculating the offset of a field in bytes from an *instance* of the type.
__generic<T,F>
__target_intrinsic(cuda, "int(((char*)&($1)) - ((char*)&($0)))")
__target_intrinsic(cpp, "int(((char*)&($1)) - ((char*)&($0))")
int __offsetOf(in T t, in F field);
/// Mark beginning of "interlocked" operations in a fragment shader.
__target_intrinsic(glsl, "beginInvocationInterlockARB")
__glsl_extension(GL_ARB_fragment_shader_interlock)
__glsl_version(420)
void beginInvocationInterlock() {}
/// Mark end of "interlocked" operations in a fragment shader.
__target_intrinsic(glsl, "endInvocationInterlockARB")
__glsl_extension(GL_ARB_fragment_shader_interlock)
__glsl_version(420)
void endInvocationInterlock() {}
// Operators to apply to `enum` types
//@ hidden:
__generic<E : __EnumType>
__intrinsic_op($(kIROp_Eql))
bool operator==(E left, E right);
__generic<E : __EnumType>
__intrinsic_op($(kIROp_Neq))
bool operator!=(E left, E right);
//@ public:
// Binding Attributes
__attributeTarget(DeclBase)
attribute_syntax [vk_binding(binding: int, set: int = 0)] : GLSLBindingAttribute;
__attributeTarget(DeclBase)
attribute_syntax [gl_binding(binding: int, set: int = 0)] : GLSLBindingAttribute;
__attributeTarget(VarDeclBase)
attribute_syntax [vk_shader_record] : ShaderRecordAttribute;
__attributeTarget(VarDeclBase)
attribute_syntax [shader_record] : ShaderRecordAttribute;
__attributeTarget(DeclBase)
attribute_syntax [vk_push_constant] : PushConstantAttribute;
__attributeTarget(DeclBase)
attribute_syntax [push_constant] : PushConstantAttribute;
__attributeTarget(VarDeclBase)
attribute_syntax [vk_location(locaiton : int)] : GLSLLocationAttribute;
__attributeTarget(VarDeclBase)
attribute_syntax [vk_index(index : int)] : GLSLIndexAttribute;
// Statement Attributes
__attributeTarget(LoopStmt)
attribute_syntax [unroll(count: int = 0)] : UnrollAttribute;
__attributeTarget(LoopStmt)
attribute_syntax [loop] : LoopAttribute;
__attributeTarget(LoopStmt)
attribute_syntax [fastopt] : FastOptAttribute;
__attributeTarget(LoopStmt)
attribute_syntax [allow_uav_condition] : AllowUAVConditionAttribute;
__attributeTarget(IfStmt)
attribute_syntax [flatten] : FlattenAttribute;
__attributeTarget(IfStmt)
__attributeTarget(SwitchStmt)
attribute_syntax [branch] : BranchAttribute;
__attributeTarget(SwitchStmt)
attribute_syntax [forcecase] : ForceCaseAttribute;
__attributeTarget(SwitchStmt)
attribute_syntax [call] : CallAttribute;
// Entry-point Attributes
// All Stages
__attributeTarget(FuncDecl)
attribute_syntax [shader(stage)] : EntryPointAttribute;
// Hull Shader
__attributeTarget(FuncDecl)
attribute_syntax [maxtessfactor(factor: float)] : MaxTessFactorAttribute;
__attributeTarget(FuncDecl)
attribute_syntax [outputcontrolpoints(count: int)] : OutputControlPointsAttribute;
__attributeTarget(FuncDecl)
attribute_syntax [outputtopology(topology)] : OutputTopologyAttribute;
__attributeTarget(FuncDecl)
attribute_syntax [partitioning(mode)] : PartitioningAttribute;
__attributeTarget(FuncDecl)
attribute_syntax [patchconstantfunc(name)] : PatchConstantFuncAttribute;
// Hull/Domain Shader
__attributeTarget(FuncDecl)
attribute_syntax [domain(domain)] : DomainAttribute;
// Geometry Shader
__attributeTarget(FuncDecl)
attribute_syntax [maxvertexcount(count: int)] : MaxVertexCountAttribute;
__attributeTarget(FuncDecl)
attribute_syntax [instance(count: int)] : InstanceAttribute;
// Fragment ("Pixel") Shader
__attributeTarget(FuncDecl)
attribute_syntax [earlydepthstencil] : EarlyDepthStencilAttribute;
// Compute Shader
__attributeTarget(FuncDecl)
attribute_syntax [numthreads(x: int, y: int = 1, z: int = 1)] : NumThreadsAttribute;
//
__attributeTarget(VarDeclBase)
attribute_syntax [__vulkanRayPayload] : VulkanRayPayloadAttribute;
__attributeTarget(VarDeclBase)
attribute_syntax [__vulkanCallablePayload] : VulkanCallablePayloadAttribute;
__attributeTarget(VarDeclBase)
attribute_syntax [__vulkanHitAttributes] : VulkanHitAttributesAttribute;
__attributeTarget(FunctionDeclBase)
attribute_syntax [mutating] : MutatingAttribute;
__attributeTarget(SetterDecl)
attribute_syntax [nonmutating] : NonmutatingAttribute;
/// Indicates that a function computes its result as a function of its arguments without loading/storing any memory or other state.
///
/// This is equivalent to the LLVM `readnone` function attribute.
__attributeTarget(FunctionDeclBase)
attribute_syntax [__readNone] : ReadNoneAttribute;
enum _AttributeTargets
{
Struct = $( (int) UserDefinedAttributeTargets::Struct),
Var = $( (int) UserDefinedAttributeTargets::Var),
Function = $( (int) UserDefinedAttributeTargets::Function),
};
__attributeTarget(StructDecl)
attribute_syntax [__AttributeUsage(target : _AttributeTargets)] : AttributeUsageAttribute;
__attributeTarget(VarDeclBase)
attribute_syntax [format(format : String)] : FormatAttribute;
__attributeTarget(Decl)
attribute_syntax [allow(diagnostic: String)] : AllowAttribute;
// Linking
__attributeTarget(Decl)
attribute_syntax [__extern] : ExternAttribute;
__attributeTarget(FunctionDeclBase)
attribute_syntax [__unsafeForceInlineEarly] : UnsafeForceInlineEarlyAttribute;
// Inheritance Control
__attributeTarget(AggTypeDecl)
attribute_syntax [sealed] : SealedAttribute;
__attributeTarget(AggTypeDecl)
attribute_syntax [open] : OpenAttribute;
__attributeTarget(InterfaceDecl)
attribute_syntax [anyValueSize(size:int)] : AnyValueSizeAttribute;
__attributeTarget(DeclBase)
attribute_syntax [builtin] : BuiltinAttribute;
__attributeTarget(DeclBase)
attribute_syntax [__requiresNVAPI] : RequiresNVAPIAttribute;
__attributeTarget(FunctionDeclBase)
attribute_syntax [noinline] : NoInlineAttribute;
__attributeTarget(StructDecl)
attribute_syntax [payload] : PayloadAttribute;