-
Notifications
You must be signed in to change notification settings - Fork 186
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
GLSL: get GLSL limping in render-test
#2
Merged
tangent-vector
merged 1 commit into
shader-slang:master
from
tangent-vector:glsl-render-test
Jun 12, 2017
Merged
GLSL: get GLSL limping in render-test
#2
tangent-vector
merged 1 commit into
shader-slang:master
from
tangent-vector:glsl-render-test
Jun 12, 2017
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
The test case that is there right now is nominally a cross-compilation test, but for right now it uses the preprocessor to present completely different code for HLSL and GLSL compilation. This change is really just fleshing out the OpenGL side of `render-test` enough that it can produce images using OpenGL to enable further testing.
tangent-vector
added a commit
to tangent-vector/slang
that referenced
this pull request
May 2, 2018
This change adds support for specifying explicit register spaces, like: ```hlsl // Bind to texture register shader-slang#2 in space shader-slang#1 Texture2D t : register(t2, space1); ``` I added a test case to confirm that the register space is properly propagated through the Slang reflection API. This change also adds proper error messages for some error/unsupported cases that weren't being diagnosed: * Specifying a completely bogus register "class" (e.g., `register(bad99)`) * Failing to specify a register index (`register(u)`) * Specifying a component mask (`register(t0.x)`) * Using `packoffset` bindings I added test cases to cover all of these, as well as the new errors around support for register `space` bindings. In order to get the existing tests to pass, I had to remove explicit `packoffset` bindings from some DXSDK test shaders. None of these `packoffset` bindings were semantically significant (they matched what the compiler would do anyway, for both Slang and the standard HLSL compiler). Removing them is required for Slang now that we give an explicit error about our lack of `packoffset` support. In a future change we might add logic to either detect semantically insignificant `packoffset`s, or to just go ahead and support them properly (as a general feature on `struct` types).
tangent-vector
pushed a commit
that referenced
this pull request
May 2, 2018
This change adds support for specifying explicit register spaces, like: ```hlsl // Bind to texture register #2 in space #1 Texture2D t : register(t2, space1); ``` I added a test case to confirm that the register space is properly propagated through the Slang reflection API. This change also adds proper error messages for some error/unsupported cases that weren't being diagnosed: * Specifying a completely bogus register "class" (e.g., `register(bad99)`) * Failing to specify a register index (`register(u)`) * Specifying a component mask (`register(t0.x)`) * Using `packoffset` bindings I added test cases to cover all of these, as well as the new errors around support for register `space` bindings. In order to get the existing tests to pass, I had to remove explicit `packoffset` bindings from some DXSDK test shaders. None of these `packoffset` bindings were semantically significant (they matched what the compiler would do anyway, for both Slang and the standard HLSL compiler). Removing them is required for Slang now that we give an explicit error about our lack of `packoffset` support. In a future change we might add logic to either detect semantically insignificant `packoffset`s, or to just go ahead and support them properly (as a general feature on `struct` types).
Checkmate50
added a commit
to Checkmate50/slang
that referenced
this pull request
Aug 13, 2020
# This is the 1st commit message: GPU Foreach Loop This PR introduces the completed GPU foreach loop and updates the heterogeneous-hello-world example to use it. This PR builds on the previous introduction of the GPU Foreach loop parsing and semantic checking PR (shader-slang#1482) by introducing IR lowering and emmitting. THe new feature can be used by having a GPU_Foreach loop interacting with a named non-CPP entry point, and using the -heterogeneous flag. # The commit message shader-slang#2 will be skipped: # Fixed a merge issue
Checkmate50
added a commit
to Checkmate50/slang
that referenced
this pull request
Aug 13, 2020
# This is the 1st commit message: GPU Foreach Loop This PR introduces the completed GPU foreach loop and updates the heterogeneous-hello-world example to use it. This PR builds on the previous introduction of the GPU Foreach loop parsing and semantic checking PR (shader-slang#1482) by introducing IR lowering and emmitting. THe new feature can be used by having a GPU_Foreach loop interacting with a named non-CPP entry point, and using the -heterogeneous flag. # The commit message shader-slang#2 will be skipped: # Fixed a merge issue # The commit message shader-slang#3 will be skipped: # GPU Foreach Parsing and Checking # # This PR introduces parsing and semantic checking for a GPU foreach loop # for heterogeneouis programming. A GPU foreach loop takes the form: # ``` # __GPU_FOREACH(renderer, gridDims, LAMBDA(uint3 dispatchThreadID) { # kernelCall(args, ...); }); # ``` # And will allow the host code to call into a kernel with the correct # renderer and grid dimensions. This commit also introduces a hack to # unify types in the heterogeneous hello world file, while will hopefully # be amended in the future. # The commit message shader-slang#4 will be skipped: # Removed some things causing warnings
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
The test case that is there right now is nominally a cross-compilation test, but for right now it uses the preprocessor to present completely different code for HLSL and GLSL compilation.
This change is really just fleshing out the OpenGL side of
render-test
enough that it can produce images using OpenGL to enable further testing.