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599129d Matrix tests and assorted bug tests (#1814) * #include an absolute path didn't work - because paths were taken to always be relative. * Some test around matrix layout. * A test for problem with C++ code output. * Default should be column major CPU/CUDA tests confused this. * Added column-major test * Small fixes around tabs/comments * Diagnostic problem for init of vector type with inappropriate params. * Test demonstrating inconsistency between GPU and 'CPU-like' non square matrices. * Added column major non square test. * Remove vector mismatch - because ambiguity is arguably reasonable because float can silently promote to a vector. * Small typo fixes for non-square-column-major.slang 26 April 2021, 20:15:54 UTC
b17701c Matrix docs update (#1815) * #include an absolute path didn't work - because paths were taken to always be relative. * Update matrix documentation. * Small fixes. * Some small fixes. * Fixes and improvements to matrix doc. * Small fixes. * Additional matrix doc layout clarification. 26 April 2021, 19:17:54 UTC
27c18d1 Fix user-guide layout bug (#1821) 26 April 2021, 18:14:12 UTC
b5b2cda Improve user guide layout for narrow viewports (#1820) 26 April 2021, 18:03:20 UTC
11b4459 Delete user-guide-toc.html 26 April 2021, 03:07:05 UTC
8f4f9ab Remove table of contents from user guide landing page. 24 April 2021, 07:33:57 UTC
d8c5027 Always expand root level of table of contents (#1819) 24 April 2021, 07:31:38 UTC
4f83d48 Auto generate interactive table of contents for user-guide. (#1818) 24 April 2021, 07:19:32 UTC
9a5672d Remove resource `Usage` from `gfx` interface. (#1813) * Fix `model-viewer` crash when using Vulkan. Fixing an issue in shader object layout creation for to make sure a correct descriptor set layout is calculated for types that need an implicit constant buffer. * Fix formatting. * Fixes. * Fix memory leak in vulkan. * Remove resource `Usage` from `gfx` interface. 24 April 2021, 07:17:43 UTC
697017e Fix lexer/preproc diagnose issue (#1806) * #include an absolute path didn't work - because paths were taken to always be relative. * Pass LexerFlags to all lexing functionality that may output a diagnostic. * Add test for lexing disabling issue. * Improve tests. Co-authored-by: Yong He <yonghe@outlook.com> 24 April 2021, 06:15:32 UTC
d1b0d5a Add `ISession::getParameterBlockLayout()` (#1805) 23 April 2021, 18:41:33 UTC
ff1d190 Fix `model-viewer` crash when using Vulkan. (#1804) 23 April 2021, 17:54:43 UTC
79e7223 Preliminary CUDA Half support (#1808) * #include an absolute path didn't work - because paths were taken to always be relative. * WIP CUDA half support. * Working support for half on CUDA - requires cuda_fp16.h and associated files can be found. * Fix for win32 for unused funcs. * Fix for Clang. * Hack to disable unused local function warning. 23 April 2021, 15:32:07 UTC
a47e775 Improve document table of content style (#1812) 23 April 2021, 00:17:29 UTC
7967522 Fix documentation (#1811) 23 April 2021, 00:14:52 UTC
e8dee69 Fix layout for user-guide (#1810) 22 April 2021, 23:15:32 UTC
c5998a7 Set theme jekyll-theme-slate 22 April 2021, 23:04:38 UTC
7983aae Fix errors in matrix-layout documentation (#1809) * Fix errors in matrix-layout documentation * Fixup 22 April 2021, 22:49:52 UTC
e4f23ff Update a1-01-matrix-layout.md 22 April 2021, 21:42:43 UTC
e4fa0cf Update a1-01-matrix-layout.md 22 April 2021, 21:42:25 UTC
5ad4d55 Add doc on matrix layout (#1807) * Add doc on matrix layout * Fixup 22 April 2021, 20:59:52 UTC
da0d295 C++ extractor improvements (#1803) * #include an absolute path didn't work - because paths were taken to always be relative. * Split of NodeTree. Split out FileUtil. Split out MacroWriter. * Rename slang-cpp-extractor-main.cpp -> cpp-extractor-main.cpp * First pass at extractor unit-tests * Initial parsing of enum. * Ability to disable/enable parsing of scope types. * Initial support for typedef. * Added operator== != to ArrayVIew. Added test for splitting to unit tests. * Improve comment in StringUtil. * Fix comment. * Fix typo. 22 April 2021, 13:32:25 UTC
34fba7b Various fixes to make `model-viewer` example almost working. (#1801) * Fixing `PseudoPtr` legalization and `gfx` lifetime issues. * Fixing `model-viewer` example. This change contains various fixes to bring `model-viewer` example to fully functional. These fixes include: 1. Add `spReflectionTypeLayout_getSubObjectRangeSpaceOffset` function to return the space index for a sub object referenced through a `ParameterBlock` binding. 2. Make sure `D3D12Device` specifies column major matrix order creating a Slang session. 3. Fix `platform::Window::close()` and `platform::Application::quit()`. 4. Fix memory leak during `model-viewer''s model loading. 5. Fix command buffer recording in `model-viewer`. With these changes, model viewer can now produce an image with a gray cube. The lighting is still incorrect becuase the `gfx` shader object implementation still does not handle "pending layout" resulting from global existential parameters. * Fix d3d12 root signature creation. * Use row-major matrix layout in model-viewer 20 April 2021, 20:17:29 UTC
6bba674 Small filesystem improvements (#1802) * #include an absolute path didn't work - because paths were taken to always be relative. * Small improvements around uniqueIdentify and CacheFileSystem 20 April 2021, 18:04:31 UTC
778428f Splitting up C++ extractor (#1800) * #include an absolute path didn't work - because paths were taken to always be relative. * Refactor out ClassLikeNode * WIP around ScopeNode. * Use push and popScope. * Small improvements around C++ extractor. * Adding dynamic casting support. * Made Field another Node type. * Disable command line dumping by default. * Removed comment. * Fix shadowed variable bug found on linux. * Split out node. * Renamed C++ extractor diagnostics to just diagnostics.cpp/.h * Remove C++ extractor Options into separate options.cpp/options.h files. * Split out parser and identifier lookup from C++ extractor. * Put in CppExtract namespace. Simplify some of the class names. * Some simple renaming. * Split out NodeTree from Parser. 19 April 2021, 19:39:42 UTC
22b562d Infinite generic parsing bug fix (#1799) * #include an absolute path didn't work - because paths were taken to always be relative. * Fix bug causing infinite loop in parser. * Add a faster path for LookAheadToken when the offset is 0. * Fix typo introduced in last commit. 19 April 2021, 16:13:35 UTC
2886bc3 Add Hello world example. (#1797) 16 April 2021, 17:35:42 UTC
79e9239 Update `model-viewer` example and fixing compiler bugs. (#1795) 16 April 2021, 17:34:26 UTC
bad484d NVTRC 64 bit requirement (#1792) * #include an absolute path didn't work - because paths were taken to always be relative. * Made 64 bit requirement clearer for CUDA/PTX. Added compile assert for NVRTC for 32 bit OS, that are known to require 64bit. * Disabled location of NVRTC on linux/win x86. * Only restrict NVRTC on windows * Simplify checking on 64 bit windows for NVRTC. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com> 14 April 2021, 18:56:15 UTC
7fc8e11 C++ Extractor reorganize (#1793) * #include an absolute path didn't work - because paths were taken to always be relative. * Refactor out ClassLikeNode * WIP around ScopeNode. * Use push and popScope. * Small improvements around C++ extractor. * Adding dynamic casting support. * Made Field another Node type. * Disable command line dumping by default. * Removed comment. * Fix shadowed variable bug found on linux. 14 April 2021, 17:47:14 UTC
97f302e Fix for vector initialization combinations (#1794) * #include an absolute path didn't work - because paths were taken to always be relative. * Made vector init combinations explicit. * Add test for vector initialization. * Small comment change - really just to retrigger TC. 14 April 2021, 16:30:58 UTC
36b8217 More preprocessor issues including an infinite loop (#1791) * #include an absolute path didn't work - because paths were taken to always be relative. * Tests showing issues with preprocessor behavior. * Fix comment/typo. * Infinite loop. * Another preproc bug. * Small fixes in preproc test * Bug around empty single parameter * Repeated parameter name. * Fix comment. * #undef of undefined macro is not an error. * Clarify that it is a warning on Slang. * Fix expected diagnostic. * Fix preproc-detail-2.slang.expected 13 April 2021, 22:26:20 UTC
5a0d62f Tests showing preprocessor issues (#1790) * #include an absolute path didn't work - because paths were taken to always be relative. * Tests showing issues with preprocessor behavior. Co-authored-by: Yong He <yonghe@outlook.com> 09 April 2021, 08:15:33 UTC
8a71039 Improve robustness of gfx lifetime management. (#1788) * Improve robustness of gfx lifetime management. * fix clang error * fix clang error * Fix clang warning 09 April 2021, 04:10:30 UTC
d27557d Test for specialization problem with undefined resource (#1785) * #include an absolute path didn't work - because paths were taken to always be relative. * Test for bug around specialization. 08 April 2021, 18:45:11 UTC
65abe51 Fix memory leak in `CacheFileSystem` (#1786) Not sure if this call to `addRef` is intentional, but it is causing memory leaks. 07 April 2021, 20:56:56 UTC
9ac3dec Typo 06 April 2021, 01:49:21 UTC
95a61ab Fix a bug in the "operator cache" (#1784) In order to speed up compilation, the semantic checking step uses a cache for overload resolution in the case of an operator being applied to operations of basic scalar types and vectors/matrices thereof. The logic for construct keys for that cache was defensive against the case of, e.g., `vector<int,N>` where the element count `N` of the vector was not a literal value but a generic parameter. For some reason it did not have equivalent safeguards for a case like `vector<T,2>` where the element type was not a basic type, and it would instead assume all vector/matrix types had basic types as their element type. This change fixes the logic to make it properly defensive against this case. Co-authored-by: jsmall-nvidia <jsmall@nvidia.com> 05 April 2021, 20:40:45 UTC
086ecf4 Transient root shader object. (#1782) 05 April 2021, 20:31:05 UTC
dd662f5 Added tests/current-bugs (#1781) * #include an absolute path didn't work - because paths were taken to always be relative. * Added a current-bugs folder in tests for active (ie with issue) bug tests demonstrating the problem. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com> 05 April 2021, 16:51:52 UTC
fa4eda2 Fixed a typo on introduction (#1783) 04 April 2021, 09:34:48 UTC
e14d9ff Repro fixes (#1780) * #include an absolute path didn't work - because paths were taken to always be relative. * Fix handling names in repro with : Handle if file info is not set - which means it's contents was not loaded. 02 April 2021, 17:49:44 UTC
e1ad4a2 cygwin - disable VK/CUDA (#1777) * #include an absolute path didn't work - because paths were taken to always be relative. * Disable Vulkan and CUDA on cygwin. Co-authored-by: Yong He <yonghe@outlook.com> 01 April 2021, 23:37:54 UTC
0ec8e5b Refactor D3D12 renderer root signature creation (#1779) This change originated as an attempt to re-enable a test case, but it has ended up disabling more tests (for good reasons) than it re-enables. The main change here is a significant overhaul of the way that the D3D12 render path extracts information from the Slang reflection API to produce a root signature. There were also some supporting fixes in the reflection information to make sure it returns what the D3D12 back-end needed. The big picture here is that the D3D12 path now uses the descriptor ranges stored in the reflection data more or less directly. It still needs to use register/space offset information queried via the "old" reflection API, but it only does so at the top level now, for the program and entry points themselves. All other layout information is derived directly from what Slang provides. Smaller changes: * The "flat" reflection API was expanded to include `getBindingRangeDescriptorRangeCount()` which was clearly missing. * The "flat" reflection results for a constant buffer or parameter block that didn't contain any uniform data and was mapped to a plain constant buffer needed to be fixed up. That logic is still way to subtle to be trusted. * Several additional tests were disabled that relied on static specialization, global/entry-point generi type parameters, structured buffers of interfaces or other features we don't officially support with shader objects right now. All of the affected tests were somehow passing by sheer luck and because they often passed in specialization arguments via explicit `TEST_INPUT` lines. * The `inteface-shader-param` test is re-enabled now that we can properly describe its input with the new `set` mode on `TEST_INPUT` * `ShaderCursor::getElement()` can now be used on structure types (in addition to arrays) to support by-index access to fields * The `TEST_INPUT` system was expanded to support both by-name and by-index setting of structure fields for aggregates * The `TEST_INPUT` system was expanded to allow an `out` prefix to mark parts of an expression as outputs on a `set` lines * The `TEST_INPUT` system was expanded so that anything that would be allowed on a `TEST_INPUT` line by itself (like `ubuffer(...)`) can now be used as a sub-expression on a `set` line Co-authored-by: Yong He <yonghe@outlook.com> 01 April 2021, 23:15:09 UTC
9475b11 Associating GUID (or UUID) with types (#1776) * #include an absolute path didn't work - because paths were taken to always be relative. * Add mechanism to embed guid inside of type. 01 April 2021, 22:59:24 UTC
2a32fae Add compiler-core project files for VS (#1778) * #include an absolute path didn't work - because paths were taken to always be relative. * Added compiler-core VS projects... 01 April 2021, 22:03:40 UTC
fa31d21 Added compiler-core project (#1775) * #include an absolute path didn't work - because paths were taken to always be relative. * Split out compiler-core initially with just slang-source-loc.cpp * More lexer, name, token to compiler-core. * Split Lexer and Core diagnostics. * Move slang-file-system to core. * Add slang-file-system to core. * More DownstreamCompiler into compiler-core * Fix typo. * Add compiler-core to bootstrap proj. * Small fixes to premake * For linux try with compiler-core * Remove compiler-core from examples. * Added NameConventionUtil to compiler-core * Add global function to CharUtil to *hopefully* avoid linking issue. * Hack to make linkage of CharUtil work on linux. 01 April 2021, 17:39:11 UTC
3f1632a `gfx` explicit transient resource management. (#1774) 31 March 2021, 18:35:17 UTC
5fde038 Support for __LINE__ and __FILE__ in preprocessor (#1772) * #include an absolute path didn't work - because paths were taken to always be relative. * First pass support for __LINE__ and __FILE__. * Test include handling with __FILE__ Fix diagnostic compare when input is empty. * Fix some issues in preprocessor handling of special macros like __LINE__ Add a more complex test. * Use CONCAT2 in tests, because preprocessor doesn't quite get parameter expansion correct. * Make __FILE__ and __LINE__ behave more like Clang/Gcc. * A test for preprocessor bug. * Fix __LINE__ and __FILE__ in macro expansion, should be initiating location. * Fix some comments. * Small tidy up around builtin macros. * Small improvements for macro type names. Escape found paths. 31 March 2021, 17:11:49 UTC
5fefb12 Update 04-interfaces-generics.md 30 March 2021, 21:08:38 UTC
59fdf73 Override NOTE font size (#1773) 30 March 2021, 21:02:07 UTC
a0ef865 Rename README.md to index.md 30 March 2021, 20:48:38 UTC
c4d8551 Move user-guide table of contents to _includes dir (#1771) 30 March 2021, 20:40:20 UTC
6c5b463 Add layout front matter specifier for user-guide docs (#1770) 30 March 2021, 20:31:32 UTC
bac7f63 Update 01-get-started.md 30 March 2021, 20:28:26 UTC
4fcfd04 Create toc.html 30 March 2021, 20:27:08 UTC
12b1634 Update 00-introduction.md 30 March 2021, 20:26:18 UTC
997ffa1 Update and rename documentation.html to user-guide.html 30 March 2021, 20:25:47 UTC
91ba42a Update documentation.html 30 March 2021, 20:21:32 UTC
93288a5 Update documentation.html 30 March 2021, 20:05:20 UTC
0d01285 Update documentation.html 30 March 2021, 20:02:25 UTC
b15f281 Update documentation.html 30 March 2021, 19:37:16 UTC
f30c6e3 Organize landing page (#1769) The landing page (`README.md`) has been growing larger and less tidy over time as we try to cram more and more information into it. This change makes a few edits to try to make the landing page shorter and more to the point: * Streamline the opening lines and try to make them focus on the credibility of the system * Break off the list of major features into its own subsection and try to highlight the ones that our current users say they benefit from the most * Move a lot of the information about documentation, examples, Shader Playground, etc. into their own sub-pages to avoid clutter * Break out the list of dependencies in the `License` section to make sure we are being accurate With this change the landing page links to the User's Guide directly, so we probably need to get that rendering nicely ASAP. 30 March 2021, 19:31:06 UTC
9fed1f3 Create documentation.html 30 March 2021, 19:27:10 UTC
580040b Update README.md 30 March 2021, 19:24:52 UTC
c9ce5b9 Update README.md 30 March 2021, 19:24:39 UTC
ae73d50 Update 00-introduction.md 30 March 2021, 19:11:25 UTC
69f956f Update 00-introduction.md 30 March 2021, 18:47:33 UTC
2df2267 Update README.md 30 March 2021, 18:43:11 UTC
488e7cd Add a streamlined syntax for TEST_INPUT lines (#1768) This change allows the `TEST_INPUT` syntax used by `render-test` to support aggregate values with a single input line more easily. The test writer can now use a syntax like: ``` //TEST_INPUT:set someVar = 3.0 ``` Input lines that start with the `set` keyword will now use a simpler `dst = src` format (instead of `dst:name=src` as the existing syntax used). The right-hand side expression can include: * Numeric literals, both integer and floating-point (currently only supporting 32-bit scalar types; we could fix this later) * Arrays, consisting of zero or more comma-separated expressions inside `[]` * Aggregates, consisting of zero or more comma-separated "fields" inside `{}`. A field can either be `name: <expr>` or just `<expr>` * Objects, which can be written as either `new SomeType{ <fields> }` or `new{ <fields> }` in the case where the type is know-able from context With this approach is should be possible to support almost arbitrary-type inputs on a single line. For now, I have used this support to re-enable an existing test that had been disabled due to lack of support for setting up arrays of objects. Major things left to do: * The new syntax doesn't support the existing cases we had for `Texture2D`, etc. Those should probably be supported but I'd like to find a way to do it without duplicating the parsing logic (ideally the value cases from the existing code should Just Work in the new model) * There is no support right now for non-32-bit scalar types * It would be good if this support (and the shader cursor system) supported treating vectors like aggregates * The actual value-setting logic doesn't currently handle aggregates without field names, so `{ a:0, b:1 }` will work but `{ 0, 1 }` will parse but fail when it comes time to set values * While this approach lets complicated values be set with a single line, that isn't always what a user will want to do: in the future we should provide a way to break up an aggregate value over multiple lines that is consistent with this approach * Once we port all of the relvant tests over, it would be great to drop the `set` prefix and have these lines look as simple and conventional as possible 30 March 2021, 15:38:33 UTC
129faf8 Append proper suffixes to 16-bit literals for GLSL (#1767) * Append proper suffixes to 16-bit literals for GLSL The GLSL output path wasn't putting suffixes on literals of 16-bit types, and that was leading to compilation errors in downstream `glslang`. This change adds the suffixes defined by `GL_EXT_shader_explicit_arithmetic_types`. This change also wraps up 8-bit literals so that they are emitted as, e.g., `int8_t(1)` instead of just `1`, to make sure we don't have implicit conversions in the output GLSL that weren't implicit in the Slang IR. We similarly wrap floating-point special values like infinities in their desired types when the type is `float` (e.g., `double(1.0 / 0.0)` for a double-precision infinity). Note: Standad IEEE 754 half-precision doesn't provide an encoding for infinite or not-a-number values, so it might be considered an error if we emit `half(1.0 / 0.0)` but there really isn't a significantly better alternative for us to emit. * fixup 26 March 2021, 17:53:58 UTC
abb020b Clean up render-test handling of input (#1766) The original goal of this change was to streamline the `TEST_INPUT` system by eliminating options that are no longer relevant once we have eliminated the non-shader-object execution paths. The result is more or less a re-implementation/refactor of the logic around how input is parsed and represented, that tries to set things up for a more general sytem going forward. The main changes isthat the `ShaderInputLayout` no longer tracks a simple flat list of `ShaderInputLayoutEntry` (that is a kind of pseudo-union of the various buffer/texture/value cases), and it instead uses a hierarchical representation composed of `RefObject`-derived classes to represent "values." There are several "simple" cases of values * Textures * Samplers * Uniform/ordinary data (`uniform`) * Buffers composed of uniform/ordinary data (`ubuffer`) Then there are composed/aggregate values that nest other values: * An *aggregate* value is a set of *fields* which are name/value pairs. It can be used to fill in a structure, for example. * An *array* value is a list of values for the elements of an array. It can be used to fill out an array-of-textures parameter, for example. * A combined texture/sampler value is a pair of a texture value and a sampler value (easy enough) * An *object* holds an optional type name for a shader object to allocate (it defaults to the type that is "under" the current shader cursor when binding), and a nested value that describes how to fill in the contents of that object Finally there are cases of values that are just syntactic sugar: * A `cbuffer` is just shorthand for creating an object value with a nested uniform/ordinary data value The big idea with this recursive structure is that it gives us a way to handle more arbitrary data types with name-based binding. Supporting this new capability requires changes to both how input layouts get parsed, and also how they get bound into shader objects. On the parsing side, things have been refactored a bit so that parsing isn't a single monolithic routine. The refactor also tries to make it so that the various options on an input item (e.g., the `size=...` option for textures) are only supported on the relevant type of entry (so you can't specify as many useless options that will be ignored). The bigger change to parsing is that it now supports a hierarchical structure, where certain input elements like `begin_array` can push a new "parent" value onto a stack, and subsequent `TEST_INPUT` lines will be parsed as children of that item until a matching `end` item. This approach means that we can now in principle describe arbitrary hierarchical structures as part of test input without endlessly increasing the complexity of invididual `TEST_INPUT` lines. On the binding side, we now have a central recursive operation called `assign(ShaderCursor, ShaderInputLayout::ValPtr)` that assigns from a parsed `ShaderInputLayout` value to a particular cursor. That operation can then recurse on the fields/elements/contents of whatever the cursor points to. Major open directions: * With this change it is still necessary to use `uniform` entries to set things like individual integers or `float`s and that is a little silly. It would be good to have some streamlines cases for setting individual scalar values. * Further, once we have a hierarchical representation of the values for `TEST_INPUT` lines, it becomes clear that we really ought to move to a format more like `TEST_INPUT: dstLocation = srcValue;` where `srcValue` is some kind of hierarchial expression grammar. Refactoring things in this way should make the binding logic even more clear and easy to understand. The refactored parser should make parsing hierarchical expressions easier to do in the future (even if it uses the push/pop model for now) * One detailed note is that the representation of buffers in this change is kind of a compromise. Just as an "object" value is a thin wrapper around a recursively-contained value for its "content" it seems clear that a buffer could be represented as a wrapper around a content value that could include hierarchical aggregates/objects instead of just flat binary data (this would be important for things like a buffer over a structure type that lays out different on different targets). The main problem right now with changing the representation is actually needing to compute the size of a buffer based on its content, so that can/should be addressed in a subsequent change. Details: * The base `RenderTestApp` class and the `ShaderObjectRenderTestApp` classes have been merged, since the hierarchy no longer serves any purpose. * Disabled the tess that rely on `StructuredBuffer<IWhatever>` because they aren't really supported by our current shader object implementation * Replaced used of `Uniform` and `root_constants` in `TEST_INPUT` lines with just `uniform` * Removed a bunch of uses of `stride` from `cbuffer` inputs, where it wasn't really correct/meaningful * Added the `copyBuffer()` operation to VK/D3D renderers, along with some missing `Usage` cases to support it. * Made `ShaderCursor` handle the logic to look up a name in the entry points of a root shader object, rather than just having that logic in `render-test`. (We probably need to make a clear design choice on this issue) 25 March 2021, 23:40:17 UTC
e050035 Improve Vulkan shader-objects implementation. (#1765) * Improve Vulkan shader-objects implementation. 1. Null bindings no longer crashes. 2. No longer copies push constants to staging CPU buffer before setting it into command buffer. The entry-point shader object now directly sets it into command buffer upon `bindObject` call. * Update comments * Fix * Re-enable 3 tests. Improved vulkan implementation so that each shader object is responsible for creating descriptor sets on-demand. Fixed slang reflection to correctly report `ParameterBlock` binding. * Fix gcc compile error. 25 March 2021, 16:41:53 UTC
98afb42 Reimplement Vulkan shader objects. (#1764) * Reimplement Vulkan shader objects. This change reimplements Vulkan shader objects in the `gfx` layer so that it is no longer layered on top of the `DescriptorSet` abstraction. Since this is the last implementation that uses `DescriptorSet`, the change also removes all `DescriptorSet` related API from public `gfx` interface. The Vulkan implementation now passes all test cases, but it still have two issues: 1. The PushConstant setting is not correct, this is because we don't seem to be able to get correct reflection data about the size of push constants for an entry-point. 2. The `shader-toy` example can't run on Vulkan, because it currently sets nullptr to `Texture` bindings, and this change doesn't properly handle setting resource to null in `ShaderObject`s yet. If we can use the `nullDescriptor` feature on vulkan, this implementation will be simple. However we still want to decide whether we want to use a Vulkan 1.2 feature for this. * Fix up 24 March 2021, 20:57:55 UTC
d0f7b7f `gfx` D3D12 shader objects rewrite. (#1763) 22 March 2021, 23:33:51 UTC
0f9b3a9 Remove `DescriptorSet` from D3D11 and GL devices. (#1761) 18 March 2021, 20:19:58 UTC
6e5d85e Remove old code paths from render-test (#1760) * Remove old code paths from render-test Historically, the `render-test` tool was using three different code paths: * One based on `gfx` and manual (non-reflection-based) parameter setting, used for OpenGL, D3D11, D3D12, and Vulkan * One for CPU that used reflection-based parameter setting but shared no code with the first * One for CUDA that used reflection-based parameter setting and shared some, but not all, code with the CPU path Recently we've updated `render-test` to include a fourth option: * Using `gfx` and the "shader object" system it exposes for a unified reflection-based parameter-setting system taht works across OpenGL, D3D11, D3D12, Vulkan, CUDA, and CPU This change removes the first three options and leaves only the single unified path. A sa result, a bunch of code in `render-test` is no longer needed, and the codebase no longer relies on things like the `IDescriptorSet`-related APIs in `gfx`. Several existing tests had to be disabled to make this change possible. Those tests will need to be audited and either re-enabled once we fix issues in the shader object system, or permanently removed if they don't test stuff we intend to support in the long run (e.g., global-scope type parameters, which aren't a clear necessity). * fixup: CUDA detection logic 17 March 2021, 19:55:30 UTC
b64a23c Fix the "acceleration structure in compute" bug for GL_NV_ray_tracing too (#1759) A recent change broke code that uses `RayTracingAccelerationStructure` in non-RT shader stages for Vulkan/GLSL when also *not* doing any ray tracing in the shader code. A recent fix patched that up for code using `GL_EXT_ray_tracing` and/or `GL_EXT_ray_query`, but that fix didn't apply on the path that uses `GL_NV_ray_tracing` via an opt-in. This change fixes that gap and checks in a test for it. 16 March 2021, 22:27:34 UTC
210a988 Update binaries (#1758) 16 March 2021, 20:30:39 UTC
6a360f7 Enable building glslang from source (#1757) * Enable building glslang from source Somehow the slang-glslang binaries we are currently using aren't the most up-to-date ones, so I am enabling building glslang from source so that we can produce new binaries. * fixup: run generators 16 March 2021, 19:12:37 UTC
10b39e0 Enable `gfx::CUDADevice` on linux. (#1756) 15 March 2021, 19:59:58 UTC
e428f6e Preliminary docs on 'Doc System'. (#1755) * #include an absolute path didn't work - because paths were taken to always be relative. * First docs on 'doc system'. * Small improvements to doc system documentation. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com> 15 March 2021, 17:54:52 UTC
b6de9a0 Test Doc System (#1754) * #include an absolute path didn't work - because paths were taken to always be relative. * Use capability system in docs. Simplify how requirements/availability is produced. * Small fixes in output of availablity. * Updated stdlib doc. * Small improvements. * Added doc test type. Improved readability of straight .md text Made -doc option output to diagnostic stream. * Add test for checking requirements info is correctly extracted. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com> 15 March 2021, 16:48:20 UTC
d8150e7 Fix handling of RT accelerations structures for non-RT stages (#1753) * Fix handling of RT accelerations structures for non-RT stages The recent change that added support for the `GL_EXT_ray_query` extension made is so that a shader that declares a `RaytracingAccelerationStructure` as an input to a non-RT shader stage but then never *uses* it wouldn't enable any RT extension, resulting in a compilation failure in glslang. This change reverts that behavior so that such shaders enable `GL_EXT_ray_tracing`, since that is the older of the two RT extensions that introduce `accelerationStructureEXT`. It is possible that we will need to revisit this decision based on which of the two extensions ends up being more broadly supported, but I think that right now it is fair to say that there exist drivers that support `GL_EXT_ray_tracing` but not `GL_EXT_ray_query`, so the former is the better default. * fixup: failing test 15 March 2021, 16:27:48 UTC
fd304c6 Improvements in Docs requirements/availability (#1751) * #include an absolute path didn't work - because paths were taken to always be relative. * Use capability system in docs. Simplify how requirements/availability is produced. * Small fixes in output of availablity. * Updated stdlib doc. * Small improvements. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com> 15 March 2021, 15:16:32 UTC
3d10d13 Cleanup CPU renderer. (#1752) 12 March 2021, 21:13:49 UTC
d6a37a0 Add a CPU renderer implementation (#1750) * Add a CPU renderer implementation This change adds a CPU back-end to `gfx` and ensures that most of our existing CPU tests pass when using it. Detailed notes: * Most of the CPU renderer implementation is copy-pasted from the CUDA case, so they share a lot of similar logic * The main addition to the CPU renderer is a semi-complete implementation of host-memory textures. The logic here handles all the main shapes (Buffer, 1D, 2D, 3D, Cube) and all the currently-supported `Format`s that are sample-able as-is (no D24S8). The implementation is not intended to be fast, and it currently only does nearest-neighbor sampling, but otherwise it tries to avoid cutting too many corners and should be ar reasonable starting point for a more complete (but not performance-oriented) implementation. * Refactored the CPU prelude `IRWTexture` interface to inherit from `ITexture`, since in most cases a single type will end up implementing both. It might be worth it to collapse it all down to a single interface later. * Changed the CPU prelude `ITexture`/`IRWTexture` interface so that it takes both a pointer *and* a size for output arguments. This change seems necessary to allow a shader variable declared as a `Texture2D<float>` to fetch a single `float` when the underlying texture might be using RGBA32F. * Added to the `IComponentType` public API so that we can query a "host callable" for an entry point and not just a binary. * Turned off the `-shaderobj` flag on two tests that weren't yet compatible with shader objects but still had the flag left in on the path (since previously the CPU path always used the non-`gfx` non-shader-object logic anyway) * Disabled one test (`dynamic-dispatch-11`) that relied on the `ConstantBuffer<IInterface>` idiom that we know we are planning to chagne soon anyway. * Made a few changes to the CUDA path to bring it into line with what I added for the CPU path. These were mostly bug fixes around indexing logic for sub-objects and resources. * fixup 12 March 2021, 19:58:14 UTC
9ffe2f3 MarkDown -> Markdown (#1748) * #include an absolute path didn't work - because paths were taken to always be relative. * MarkDown -> Markdown slang-doc-mark-down -> slang-doc-markdown-writer 11 March 2021, 22:56:03 UTC
5bcb342 stdlib documentation (#1745) * #include an absolute path didn't work - because paths were taken to always be relative. * Split out AST 'printing'. * Replace listener with List<Section> * Section -> Part. * Kind -> Type Flags -> Kind for ASTPrinter::Part * Improve comments around ASTPrinter. * toString -> toText on Val derived types. toText appends to a StringBuilder. * Added toSlice free function. Added operator<< for Val derived types. Use << where appropriate in doing toText. * More work at mark down output. * Fill in sourceloc for enum case. Add more sophisticated location determination for EnumCase. Refactored documentation output into DocMarkdownWriter. * Improvements for sig output. * Split up slang-doc into extractor and writer. * WIP generic support for doc support. * Some refactoring to make DocExtractor have potential to be used without Decls. * Made doc extraction work without Decls. * Output generic parameters. * Add generic parameter extraction. * Added writing variables. * Add an interface test. * Fix toArray. * Support for extensions, and inheritance. * Disable the doc test. * Added flags to compileStdLib. * More work around handling generics in markdown output. * More improvements around associated type handling. * List method names only once. Output in/out/inout/const * Fix namespace printing. * WIP summarizing doc output. * Small fixes and improvements for doc output. * Output all stdlib in single doc file. * Remove compile flags from addBuiltinSource. * Find only unique signatures. First pass at trying to get requirements. * First pass at requirements for stdlib docs. * Remove __ function/methods * Added Target Availability * Add markup access. Make sections of stdlib hidden. * MarkdownAccess -> Visibility Add isVisible methods Use ASTPrinter to print decl name. * Add current stdlib doc output. * Disable doc test for now. * Fix clang issue. * Don't use bullets and numbering , just use numbering. * Put methods in source order. * Fix bad-operator-call.slang test that fails because it now outputs out parameters as such. * Refactor MarkDownWriter to separate 'extraction' from output. * Fix typo around @ lines. * Fix issue with extracting 'before' when preceeded by complex attributes/modifiers. * Fix handling of generics with the same name. * Work around for having overloading with generics - we don't want to output generic params as part of name. * Remove generic paramters from name. * Simplify handling of outputting overridable names. 11 March 2021, 22:08:08 UTC
4b74f99 Change representation of initial data for textures (#1747) * Change representation of initial data for textures Before this change, initial data for a texture has been provided with the `ITextureResource::Data` type, where a call to `IDevice::createTexture()` would take zero or one `Data` and, if present, use it to initialize all the subresources of a texture. The organization of `Data` was not actually quite how its own documentation comment described it (the implementations didn't agree with the comment), and while it aggressively factored out redundancies (e.g., only storing the stride for each mip level once, instead of once per subresource for large arrays), the result was that setting up a `Data` correcty was a bit confusing. This change makes the initial data for a texture using a `SubresourceData` type that is almost identical to what D3D11 uses, so that developers are more likely to be comfortable filling it in. All of the existing implementations were easily adapted to use the new type, so it seems like a net win. Note: Both Vulkan and D3D11 do away with the idea of initializing a texture with data as part of allocating it, and we might eventually want to do the same given the complexity that this system entails. The main reason to preserve this detail is for better compatibility with D3D11, where immutable textures/buffers need to have their data specified at creation time. It seems good to preserve the ability to have immutable resources on target APIs where this distinction could affect performance (e.g., immutable resources do not need state/transition tracking on APIs like D3D11). * fixup: CUDA 11 March 2021, 21:08:21 UTC
a07455c Add Linux support to `platform` and `gfx`. (#1744) 11 March 2021, 17:14:30 UTC
6cbd9d6 A bunch of overlapping semantic-checking fixes (#1743) This change originally started with the simple goal of allowing generic functions with default argument values on their parameters to work: ``` void someFunction<T>(T value, int optional = 0); ``` The core problem there was that the compiler code was (correctly) anticipate the case where the default argument value for a parameter depends on a generic parameter, such as: ``` interface IDefaultable { static This getDefault(); } void anotherFunction<T : IDefaultable>(T first, T second = T.getDefault()); ``` Supporting this latter case requires some kind of ability to apply subsitutions to an `Expr`, but our compiler logic simply errored out in that case. The first major fix that went into this change was to add a new `SubstExpr<T>` type that behaves a lot like `DeclRef<T>` in that it stores a `T*` plus a set of substititions that need to be applied to it. In addition, it was found that even if `anotherFunction<ConcreteType>(...)` might work, when generic argument inference was used for just `anotherFunction(...)` would fail because it includes a strict match on the number of arguments/parameters in the call expression. The next problem that arose was that the test I'd created used an interace with an `__init` requirement, and it appeared that our code generation didn't work for that case: ``` interface IStuff { __init(int val); } void f<T : IStuff>(T x = T(0)); ``` In this case, the `T(0)` initialization would get compiled to `(ConcreteType) 0` in the output rather than calling the function generated for the `__init` inside `ConcreteType`. The basic problem there was a bit of crufty old logic we have in place to work around the large number of `__init` declarations in the stdlib that don't have proper `__intrinsic_op` modifiers on them. We really need to fix the underlying problem there, but I worked around it by having the IR lowering pass only do its workaround magic on stdlib declarations. The next problem down this line was that my test had two different `__init` declarations in the concrete type and the logic for checking interface conformance was picking the wrong one to satisfying an interface requirement despite it being obviously wrong (not even the right number of parameter). This last problem led me down the rabbit-hole of trying to actually get our semantic checking for interface requirements right. There were a few pieces to that work: * Actually checking that the parameter and result types for two callables match is the simple part. If that was all that would be required we would have implement this logic a long time ago. * Next we have to deal with functions that make use of the `This` type, associated types, etc. We have to know that when the interface uses `This`, we want to treat that as equivalent to `ConcreteType`, and similarly for associated types. Getting that working is mostly a matter of setting up a this-type subsitution for the interface member being checked. * Finally, when comparing generic declarations like `IBase::doThing<T>` and `Derived::doThing<U>` we need to deal with the way that `T` and `U` represent the "same" logical type parameter, but are distinct `Decl`s. This is handled by specializing the base declaration to the parameters of the derived one (e.g., forming `IBase::doThing<U>` using the `U` from `Derived::doThing`). The result seems to be passing our tests, but there are still a few gotchas lurking, I'm sure. 10 March 2021, 23:18:06 UTC
6ef4054 Swapchain resize and rename to `IDevice` (#1741) * Swapchain resize * Fix. 10 March 2021, 18:58:15 UTC
2765861 Add GLSL support for SV_InnerCoverage (#1740) This was a fairly straightforward addition once I found the correct GLSL extension spec to use. 08 March 2021, 21:05:56 UTC
fc9968d Refactor window library. (#1739) * Refactor window library. * Fix project file * Fix warnings. 08 March 2021, 18:01:20 UTC
95ca939 Bug fix in window creation. (#1738) 08 March 2021, 03:31:08 UTC
e962f1a Add Vulkan/SPIR-V support for TraceRayInline() (#1737) For the most part, this translation is straightforward because the `GL_EXT_ray_query` extension is well aligned with the DXR 1.1 `RayQuery` feature. Many function map one-to-one from one extension to the other. A few notable details: * The equivalent of the `RayQuery<Flags>` type is non-generic in GLSL, and the GLSL path previously didn't have support for trying to look up an intrinsic type name on an IR type declaration, so that required some tweaks to the emit logic. * All the GLSL functions are free functions instead of member functions, but our IR doesn't recognize that distinction anyway * The main `TraceRayInline()` call is the one that took the most tweaking, just because it takes a `RayDesc` structure for D3D/HLSL but takes individual vector sand scalars for VK/GLSL. The approach here is a standard one for how we manage this stuff in the stdlib (and I wanted to avoid adding even more `$` magic for intrinsics). * For several other calls, the HLSL API had distinct `Candidate***()` and `Committed***()` calls that return information about a candidate hit vs. the one committed into the query. In contrast, the GLSL API uses a single call that takes an additional "must be compile-time constant" `bool` parameter to select between the two behaviors. This is even the case for one call that basically returns a value of a different `enum` type depending on the state of that `bool`. The D3D API model here seems almost strictly better and I have no idea why the GLSL extension was defined this way. * Because both the `GL_EXT_ray_query` and `GL_EXT_ray_tracing` extensions declare the `accelerationStructureEXT` type, we can no longer infer what extension is supposed to be used based only on the presene of such a type. The logic right now is a bit slippery, because in theory a program that declares an acceleration structure but never traces into it could end up getting a compilation error now. We will have to see if that corner case comes up in practice. :( The one big detail that is looming after doing this work is that both the HLSL and GLSL exposures of ray queries are extremely "slippery" about the actual identity of queries (e.g., when is one query a copy of another, vs. just being a new variable that references the existing query). Somehow queries get their identity from the original declaration, and as such our "default constructor" approach to them seems semanticay correct, but the whole thing is kind of slippery at a foundational level and I don't know how to fix it with the API as defined. Oh well; just something to keep an eye on. Co-authored-by: Yong He <yonghe@outlook.com> 05 March 2021, 23:02:44 UTC
860d17b Doc tooling improvements (#1734) * #include an absolute path didn't work - because paths were taken to always be relative. * Split out AST 'printing'. * Replace listener with List<Section> * Section -> Part. * Kind -> Type Flags -> Kind for ASTPrinter::Part * Improve comments around ASTPrinter. * toString -> toText on Val derived types. toText appends to a StringBuilder. * Added toSlice free function. Added operator<< for Val derived types. Use << where appropriate in doing toText. * More work at mark down output. * Fill in sourceloc for enum case. Add more sophisticated location determination for EnumCase. Refactored documentation output into DocMarkdownWriter. * Improvements for sig output. * Split up slang-doc into extractor and writer. * WIP generic support for doc support. * Some refactoring to make DocExtractor have potential to be used without Decls. * Made doc extraction work without Decls. * Output generic parameters. * Add generic parameter extraction. * Added writing variables. * Add an interface test. * Fix toArray. * Support for extensions, and inheritance. * Disable the doc test. Co-authored-by: Tim Foley <tfoleyNV@users.noreply.github.com> 05 March 2021, 19:34:46 UTC
dc71108 Cache stdlib when creating global session. (#1736) * Cache stdlib when creating global session. * Fix * Fix 05 March 2021, 18:58:08 UTC
a5ac499 Refactor `gfx` to surface `CommandBuffer` interface. (#1735) * Refactor `gfx` to surface `CommandBuffer` interface. * Fixes. * Fix code review issues, and make vulkan runnable on devices without VK_EXT_extended_dynamic_states. * Update solution files * Move out-of-date examples to examples/experimental Co-authored-by: Yong He <yhe@nvidia.com> 05 March 2021, 00:25:58 UTC
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