A new Python DSL frontend for LuisaCompute. Will be integrated into LuisaCompute python package once it's ready.
import luisa_lang as lc
There are some notable differences between luisa_lang and Python:
- Variables have value semantics by default. Use
byref
to indicate that an argument that is passed by reference. - Generic functions and structs are implemented via monomorphization (a.k.a instantiation) at compile time rather than via type erasure.
- Overloading subscript operator and attribute access is different from Python. Only
__getitem__
and__getattr__
are needed, which returns a local reference.
Functions are defined using the @lc.func
decorator. The function body can contain any valid LuisaCompute code. You can also include normal Python code that will be executed at DSL comile time using lc.comptime()
. (See Metaprogramming for more details)
@lc.func
def add(a: lc.float, b: lc.float) -> lc.float:
with lc.comptime():
print('compiliing add function')
return a + b
Variables have value semantics by default. This means that when you assign a variable to another, a copy is made.
a = lc.float3(1.0, 2.0, 3.0)
b = a
a.x = 2.0
lc.print(f'{a.x} {b.x}') # prints 2.0 1.0
You can use byref
to indicate that a variable is passed as a local reference. Assigning to an byref
variable will update the original variable.
@luisa.func(a=byref, b=byref)
def swap(a: int, b: int):
a, b = b, a
a = lc.float3(1.0, 2.0, 3.0)
b = lc.float3(4.0, 5.0, 6.0)
swap(a.x, b.x)
lc.print(f'{a.x} {b.x}') # prints 4.0 1.0
When overloading subscript operator or attribute access, you actually return a local reference to the object.
Local references are like pointers in C++. However, they cannot escape the expression boundary. This means that you cannot store a local reference in a variable and use it later. While you can return a local reference from a function, it must be returned from a uniform path. That is you cannot return different local references based on a condition.
@lc.struct
class InfiniteArray:
def __getitem__(self, index: int) -> int:
return self.data[index] # returns a local reference
# this method will be ignored by the compiler. but you can still put it here for linting
def __setitem__(self, index: int, value: int):
pass
# Not allowed, non-uniform return
def __getitem__(self, index: int) -> int:
if index == 0:
return self.data[0]
else:
return self.data[1]
@lc.struct
class Sphere:
center: lc.float3
radius: lc.float
T = TypeVar('T', bound=Any)
@lc.func
def add(a: T, b: T) -> T:
return a + b
luisa_lang provides a metaprogramming feature similar to C++ that allows users to generate code at compile time.
# Compile time reflection
@lc.func
def get_x_or_zero(x: Any):
t = lc.comptime(type(x))
if lc.comptime(hasattr(t, 'x')):
return x.x
else:
return 0.0
# Lambdas/Function objects
F = TypeVar('F', bound=Callable) # TypeVar bounds facilliatate type inference in Mypy etc. but are not strictly necessary
T = TypeVar('T', bound=Any)
@lc.func
def apply_func(f: F, x: T):
return f(x)
# Generate code at compile time
@lc.func
def call_n_times(f: F):
with lc.comptime():
n = input('how many times to call?')
for i in range(n):
# lc.embed_code(expr) will generate add expr to the DSL code
lc.embed_code(apply_func(f, i))
# or
lc.embed_code('apply_func(f, i)')
# Hint a parameter is constexpr
@lc.func(n=lc.comptime) # without this, n will be treated as a runtime variable and result in an error
def pow(x: lc.float, n: int) -> lc.float:
p = 1.0
with lc.comptime():
for _ in range(n):
lc.embed_code('p *= x')
return p
- Lambda and nested function do not support updating nonlocal variables.
- All DSL types have value semantics, which means they are copied when passed around.
lc.embed_code
cannot be used to generate a new variable that is referenced in later code. Declare the variable withAny
type prior to usinglc.embed_code
.lc.struct
can only be used at the top level of a module.
It is possible to retarget luisa_lang to serve as another DSL. For example, one may want to use it as a customized shader language different from what LuisaCompute provides, or use it to generate customized C++/CUDA source. In this case, one can use the standalone compiler to compile the luisa_lang code into a standalone shader file.