[PATCH] D124790: [HLSL] Enable half type for hlsl.

Chris Bieneman via Phabricator via cfe-commits cfe-commits at lists.llvm.org
Wed May 4 08:42:47 PDT 2022


beanz added inline comments.


================
Comment at: clang/lib/Basic/LangOptions.cpp:197
 
-  // OpenCL has half keyword
-  Opts.Half = Opts.OpenCL;
+  // OpenCL and HLSL have half keyword
+  Opts.Half = Opts.OpenCL || Opts.HLSL;
----------------
aaron.ballman wrote:
> python3kgae wrote:
> > python3kgae wrote:
> > > aaron.ballman wrote:
> > > > python3kgae wrote:
> > > > > aaron.ballman wrote:
> > > > > > Shouldn't this be looking for HLSL 2018? Or shader model 6.2?
> > > > > half keyword is always available.
> > > > > Without enable_16bit_types, half will be like using half=float.
> > > > > With enable_16bit_types, half will be real half.
> > > > > 
> > > > > The check for HLSL 2018 and shader model 6.2 will be in another PR, still WIP. I'll add FIXME about it.
> > > > > half keyword is always available.
> > > > > Without enable_16bit_types, half will be like using half=float.
> > > > > With enable_16bit_types, half will be real half.
> > > > 
> > > > Is there room for change here, or is this strictly required by HLSL? This strikes me as just begging to confuse users into creating ODR violations. CC @beanz 
> > > Here's the doc about half for dxc.
> > > https://github.com/microsoft/DirectXShaderCompiler/wiki/16-Bit-Scalar-Types
> > > 
> > > Old doc for fxc (the old shader compiler for shader model <= 5.1) is here
> > > https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-scalar
> > > 
> > > Change the behavior might affect a lot of existing shaders.
> > More detail about half from https://github.com/tex3d.
> > 
> > half originally mapped to a fuzzy "partial precision" float, where some operations were designated as _pp, meaning the implementation was free to use lower-precision math for those operations (like 24-bit, but not specified for the language). All storage in host-visible memory would still be float. "partial precision" went away with DX9, eventually to be replaced with min-precision with a specific minimum precision an implementation was allowed to use. When "partial precision" went away, it simply mapped to float for DX10+.
> > People could have tried to use it liberally when they thought 32-bit precision wasn't necessary, without explicitly targeting/testing API/hardware that actually supported lower precision.
> Thank you for the extra information, it sounds like we're stuck supporting this.
Because HLSL’s library linking mode is pretty constrained, in practice this hasn’t hurt us yet. That said, I think we probably should consider some retroactive changes to how we handle float-16, especially in the presence of library shaders…

I’ll try and float this topic in some team meetings this week and see if we can come up with a set of tweaks that may have limited impact on existing code. We might be able to change the default behavior in clang with a switch to toggle back to the old mode for legacy code.


================
Comment at: clang/lib/Driver/ToolChains/HLSL.cpp:177
+      A->claim();
+      continue;
+    }
----------------
`-fcgl` also should imply `-disable-llvm-options`


Repository:
  rG LLVM Github Monorepo

CHANGES SINCE LAST ACTION
  https://reviews.llvm.org/D124790/new/

https://reviews.llvm.org/D124790



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