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Implement the WaveActiveMax HLSL Function #99170

Closed
12 tasks
Tracked by #99235 ...
farzonl opened this issue Jul 16, 2024 · 1 comment · Fixed by #123428
Closed
12 tasks
Tracked by #99235 ...

Implement the WaveActiveMax HLSL Function #99170

farzonl opened this issue Jul 16, 2024 · 1 comment · Fixed by #123428
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backend:DirectX backend:SPIR-V bot:HLSL HLSL HLSL Language Support metabug Issue to collect references to a group of similar or related issues.

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@farzonl
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farzonl commented Jul 16, 2024

  • Implement WaveActiveMax clang builtin,
  • Link WaveActiveMax clang builtin with hlsl_intrinsics.h
  • Add sema checks for WaveActiveMax to CheckHLSLBuiltinFunctionCall in SemaChecking.cpp
  • Add codegen for WaveActiveMax to EmitHLSLBuiltinExpr in CGBuiltin.cpp
  • Add codegen tests to clang/test/CodeGenHLSL/builtins/WaveActiveMax.hlsl
  • Add sema tests to clang/test/SemaHLSL/BuiltIns/WaveActiveMax-errors.hlsl
  • Create the int_dx_WaveActiveMax intrinsic in IntrinsicsDirectX.td
  • Create the DXILOpMapping of int_dx_WaveActiveMax to 119 in DXIL.td
  • Create the WaveActiveMax.ll and WaveActiveMax_errors.ll tests in llvm/test/CodeGen/DirectX/
  • Create the int_spv_WaveActiveMax intrinsic in IntrinsicsSPIRV.td
  • In SPIRVInstructionSelector.cpp create the WaveActiveMax lowering and map it to int_spv_WaveActiveMax in SPIRVInstructionSelector::selectIntrinsic.
  • Create SPIR-V backend test case in llvm/test/CodeGen/SPIRV/hlsl-intrinsics/WaveActiveMax.ll

DirectX

DXIL Opcode DXIL OpName Shader Model Shader Stages
119 WaveActiveOp 6.0 ('library', 'compute', 'amplification', 'mesh', 'pixel', 'vertex', 'hull', 'domain', 'geometry', 'raygeneration', 'intersection', 'anyhit', 'closesthit', 'miss', 'callable', 'node')

SPIR-V

OpGroupNonUniformFMax:

Description:

A floating point maximum group operation of all
Value operands contributed by active invocations in by
group.

Result Type must be a scalar or vector of floating-point
type
.

Execution is a Scope that identifies the group of
invocations affected by this command. It must be Subgroup.

The identity I for Operation is -INF. If Operation is
ClusteredReduce, ClusterSize must be present.

The type of Value must be the same as Result Type. The method used
to perform the group operation on the contributed Value(s) from active
invocations is implementation defined. From the set of Value(s)
provided by active invocations within a subgroup, if for any two
Values one of them is a NaN, the other is chosen. If all Value(s)
that are used by the current invocation are NaN, then the result is an
undefined value.

ClusterSize is the size of cluster to use. ClusterSize must be a
scalar of integer type, whose Signedness operand is 0.
ClusterSize must come from a constant
instruction
. Behavior is undefined unless
ClusterSize is at least 1 and a power of 2. If ClusterSize is
greater than the size of the group, executing this instruction
results in undefined behavior.

Capability:
GroupNonUniformArithmetic, GroupNonUniformClustered,
GroupNonUniformPartitionedNV

Missing before version 1.3.

Word Count Opcode Results Operands

6 + variable

358

<id>
Result Type

Result <id>

Scope <id>
Execution

Group Operation
Operation

<id>
Value

Optional
<id>
ClusterSize

Test Case(s)

Example 1

//dxc WaveActiveMax_test.hlsl -T lib_6_8 -enable-16bit-types -O0

export float4 fn(float4 p1) {
    return WaveActiveMax(p1);
}

Example 2

//dxc WaveActiveMax_1_test.hlsl -T lib_6_8 -enable-16bit-types -O0

export uint4 fn(uint4 p1) {
    return WaveActiveMax(p1);
}

Example 3

//dxc WaveActiveMax_2_test.hlsl -T lib_6_8 -enable-16bit-types -O0

export int4 fn(int4 p1) {
    return WaveActiveMax(p1);
}

HLSL:

Returns the maximum value of the expression across all active lanes in the current wave and replicates it back to all active lanes.

Syntax

<type> WaveActiveMax(
   <type> expr
);

Parameters

expr

The expression to evaluate.

Return value

The maximum value.

Remarks

The order of operations is undefined.

This function is supported from shader model 6.0 in all shader stages.

 

Examples

 float3 maxPos = WaveActiveMax( myPoint.position );
    BoundingBox.max = max( maxPos, BoundingBox.max );

See also

Overview of Shader Model 6

Shader Model 6

@farzonl farzonl added backend:DirectX backend:SPIR-V bot:HLSL HLSL HLSL Language Support metabug Issue to collect references to a group of similar or related issues. labels Jul 16, 2024
@davidcook-msft
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attribute ((convergent))

Refer to #103299

@inbelic inbelic self-assigned this Oct 7, 2024
@damyanp damyanp moved this to Active in HLSL Support Oct 9, 2024
@inbelic inbelic moved this from Active to Ready in HLSL Support Oct 21, 2024
@adam-yang adam-yang self-assigned this Jan 6, 2025
@damyanp damyanp moved this from Ready to Active in HLSL Support Jan 9, 2025
@damyanp damyanp moved this from Active to Needs Review in HLSL Support Jan 27, 2025
@github-project-automation github-project-automation bot moved this from Needs Review to Closed in HLSL Support Jan 28, 2025
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