ast
無料Manual AST construction with FunctionBuilder for kernels and callables without DSL sugar.
日本語の概要は準備中です。原文の説明を表示しています。
Compile hand-written native compute shaders and dispatch them from a Stream through NativeShaderExt — HLSL on dx/vk (DXC), GLSL on vk (glslang), CUDA C++ on cuda (NVRTC) — covering compile/reflect/load, NativeShaderLauncher binding by index/register+space/positional, uniforms (root constants / push constants / scalar kernel params), the per-argument Usage contract, include dirs, and lifetime.
インストールする前に、エージェントに与えられる指示の中身を確認できます。
NativeShaderExt)NativeShaderExt (in include/luisa/backends/ext/native_shader_ext.h, the canonical
reference) hands native source (HLSL / GLSL / CUDA C++) to the backend's own compiler,
reflects its bindings, creates a backend compute-shader instance, and dispatches it from
a Stream. It bypasses the DSL/AST/XIR path entirely.
ShaderSerializer/AOT, no LUISA_DUMP_SOURCE).load().Usage you declare is the command-reorder synchronization contract.NativeShader before the Device that created it.NativeShaderLanguage | dx | vk | cuda |
|---|---|---|---|
HLSL | DXIL via DXC | SPIR-V via DXC | rejected |
GLSL | rejected | SPIR-V via glslang | rejected |
CUDA_NVRTC | rejected | rejected | PTX via NVRTC |
compile() fails closed (ok() false, binary empty, error names the reason).
#include <luisa/backends/ext/native_shader_ext.h>
// ... runtime/context.h, runtime/device.h, runtime/stream.h, runtime/command_list.h ...
auto ext = device.extension<NativeShaderExt>();
if (ext == nullptr) { /* backend has no NativeShaderExt */ }
// 1. compile source -> bytecode + reflection
NativeShaderCompileInfo info;
info.language = NativeShaderLanguage::HLSL; // or GLSL / CUDA_NVRTC
info.source = source; // string_view: must outlive compile()
info.entry_point = "CSMain"; // "main" for GLSL
info.push_constant_size = 2u * sizeof(float); // uniform bytes; 0 = reflect
// info.block_size for CUDA when the kernel has no __launch_bounds__
// info.source_type = NativeShaderSourceType::FilePath; info.include_dirs = {...}
// info.shader_model, info.optimize, info.enable_fast_math, info.enable_debug_info
auto result = ext->compile(info);
if (!result.ok()) { /* result.error */ }
// 2. load bytecode -> backend shader instance + resolved binding table
auto metadata = ext->load(result); // optional usage_override span
if (!metadata.valid()) { /* contract violation, LUISA_WARNING names it */ }
// 3. RAII owner (destroys the instance before the device)
NativeShader shader{*ext, std::move(metadata)};
// or one-shot: auto shader = ext->create_shader(info);
// 4. bind + dispatch
auto launcher = shader.launcher(); // handle + block size + bindings
launcher.add_buffer_by_index(0u, src.view(), Usage::READ)
.add_buffer_by_index(1u, dst.view(), Usage::WRITE)
.add_uniform(k)
.add_uniform(c);
auto cmd = std::move(launcher).build(uint3{thread_count, 1u, 1u});
stream << std::move(cmd) << synchronize();
build(thread_count) takes the total thread count (grid × block), not a grid size;
the block size comes from the launcher (the shader's reflected workgroup size). Use
launcher.validate() for a soft error string; build() asserts the same plan.
HLSL on dx — free entry-point name; [numthreads] drives the reflected block size:
StructuredBuffer<float> src : register(t0); // SRV
RWStructuredBuffer<float> dst : register(u0); // UAV
cbuffer Uniforms : register(b0) { float k; float c; }; // uniform block (root constants)
[numthreads(64, 1, 1)]
void CSMain(uint3 tid : SV_DispatchThreadID) { dst[tid.x] = src[tid.x] * k + c; }
The b0 cbuffer is the launcher's uniform block, fed by add_uniform values and removed
from load()'s binding table (compile() still reports it). Root-constant limit: 64 ×
32-bit; push_constant_size must be a multiple of 4.
HLSL on vk — SPIR-V decorations are the authoritative reflection table:
struct Uniforms { float k; float c; };
[[vk::binding(0, 0)]] StructuredBuffer<float> src;
[[vk::binding(1, 0)]] RWStructuredBuffer<float> dst;
[[vk::push_constant]] ConstantBuffer<Uniforms> uniforms;
[numthreads(64, 1, 1)]
void CSMain(uint3 tid : SV_DispatchThreadID) { dst[tid.x] = src[tid.x] * uniforms.k + uniforms.c; }
Plain registers also work (t<n>/u<n> → binding n, space 0); use
[[vk::binding(set, binding)]] for a specific set/binding.
GLSL on vk — single entry point named main:
#version 450
layout(local_size_x = 64) in;
layout(set = 0, binding = 0) readonly buffer A { float a[]; } src; // SRV
layout(set = 0, binding = 1) buffer B { float b[]; } dst; // UAV
layout(push_constant) uniform Push { float k; float c; } uniforms;
void main() { uint i = gl_GlobalInvocationID.x; dst.b[i] = src.a[i] * uniforms.k + uniforms.c; }
readonly → StructuredBuffer, otherwise RWStructuredBuffer. layout(push_constant) is
the uniform block (size read back from the module when push_constant_size == 0).
Push-constant size must be a multiple of 4. For #include, add
#extension GL_GOOGLE_include_directive : require after #version.
CUDA C++ on cuda — the kernel signature is the binding declaration:
extern "C" __global__ void scale(const float *src, float *dst, float k, float c) {
auto i = blockIdx.x * blockDim.x + threadIdx.x;
dst[i] = src[i] * k + c;
}
extern "C" keeps the name unmangled; __global__ must not be templated/qualified.const T * → StructuredBuffer/READ; T * → RWStructuredBuffer/READ_WRITE.add_uniform in order; there is no
push-constant block, "uniform bytes" is just their total size (push_constant_size
cross-checks, 0 = reflect it). A by-value struct is valid (add_uniform uses sizeof).entry_point selects the __global__ (default main = "the only kernel").block_size must be supplied unless the kernel declares __launch_bounds__(N).result.bindings / shader.bindings() are reported in canonical order
(space_index, register_index, kind); the launcher's positional overload and reorder order
follow it too.
struct NativeShaderResourceBinding {
NativeShaderResourceKind kind; // StructuredBuffer, RWStructuredBuffer, ConstantBuffer, ...
uint register_index; // HLSL register / GLSL binding
uint space_index; // HLSL space / GLSL set
uint array_size; // 1 == non-array
Usage usage; // effective usage
uint32_t stride; // element stride when known
uint32_t size_bytes; // constant-buffer / block size when known
};
Supported kinds at load(): dx ConstantBuffer, StructuredBuffer/RWStructuredBuffer,
ByteAddressBuffer/RWByteAddressBuffer; vk the same plus TypedBuffer/RWTypedBuffer;
cuda buffers only. Default usages: CBV/UBO and SRV classes → READ; UAV classes →
READ_WRITE.
The three bind overloads (prefer index when HLSL namespaces collide — register(t0) and
register(b0) are both bind point 0):
add_buffer_by_index(index, view, usage) — index into the reflection table (recommended).add_buffer(register, space, view, usage) — usage disambiguates a shared (register, space).add_buffer(view, usage) — positional, canonical order.Every reflected binding must be supplied exactly once; missing/duplicate/extra args and null
handles are rejected by validate()/build().
template<typename T> NativeShaderLauncher &add_uniform(const T &value);
NativeShaderLauncher &add_uniform(const void *data, size_t size, size_t alignment);
auto cmd = std::move(launcher).build(uint3{thread_count, 1u, 1u});
// or: std::move(launcher).build(shader_handle, thread_count, block_size);
Uniforms are packed into a blob (offsets shifted past the argument header; alignment
clamped to ≤ 16). NativeShaderDispatchCommand is a CustomDispatchCommand
(CustomCommandUUID::NATIVE_SHADER_DISPATCH, 0x0600) tagged StreamTag::COMPUTE; enqueue
it like any other command.
The declared per-argument usage is the synchronization contract: READ (mergeable with
other readers), WRITE (exclusive), READ_WRITE (both); NONE is never valid. build()
(and the backend at load()) cross-check it against the reflected class:
WRITE is always rejected.READ is rejected by default; allow it with
launcher.set_allow_usage_override(true).Declaring READ for a resource the shader writes silently breaks synchronization.
load(result, usage_override) can override usages up-front (one entry per reflected
binding; a const T * binding cannot be declared writable).
NativeShaderCompileInfo carries include_dirs; a FilePath source also resolves relative
to its own directory:
info.source_type = NativeShaderSourceType::FilePath;
info.source = luisa::string_view{source_path}; // must outlive compile()
info.include_dirs = { scratch_dir };
Includes go through DXC / glslang's includer / NVRTC -I respectively. A bogus include
directory fails closed on every route: the standalone luisa_nvrtc child prints the
compiler log to its stderr, exits non-zero (it never aborts), and the parent surfaces
the log plus the exit code in result.error.
{
NativeShader shader{*ext, std::move(metadata)}; // RAII; move-only
...
} // destroy_shader() here
// or: ext->destroy_shader(handle); / shader.reset();
Synchronize dispatches before destruction. A leftover instance is released at extension teardown with a warning, never silently.
info.source / info.entry_point are string_view — the memory must outlive compile().build(thread_count) is a thread count, not a grid size (1024 threads @ block 64 →
build(uint3{1024,1,1})).load()/metadata.bindings table (compile() reports the raw DXC
table including the b0 cbuffer).build() asserts. dx/vk derive it
from [numthreads]/local_size_*; cuda requires it (or __launch_bounds__).READ needs set_allow_usage_override(true); SRV-as-WRITE is never allowed.まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Manual AST construction with FunctionBuilder for kernels and callables without DSL sugar.
日本語の概要は準備中です。原文の説明を表示しています。
Backend plugin architecture, DeviceInterface, dynamic loading, and command encoding.
日本語の概要は準備中です。原文の説明を表示しています。
CMake build options, custom functions, and backend patterns for LuisaCompute.
日本語の概要は準備中です。原文の説明を表示しています。
C++ naming, formatting, static analysis, and RTTI rules for LuisaCompute.
日本語の概要は準備中です。原文の説明を表示しています。
Debug crashes and test failures via stack-traces, host/device logging, DSL buffer inspection, and add_debug_checks kernel restrict-mode guards.
日本語の概要は準備中です。原文の説明を表示しています。
Show uncommitted changes and commit history via git. Use when: (1) inspecting what changed in a file before committing, (2) checking diff of tracked/new/deleted files, (3) reviewing a specific commit's changes, (4) listing files changed in a commit.
日本語の概要は準備中です。原文の説明を表示しています。