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authorTim Foley <tfoleyNV@users.noreply.github.com>2018-08-03 08:39:28 -0700
committerGitHub <noreply@github.com>2018-08-03 08:39:28 -0700
commit68d705f6c805c9b4d31b386e065762e6db13ad18 (patch)
tree97ffc0f24358101222d1bc62ac0c50affc55af12 /examples/hello-world/main.cpp
parent5ea746a571ced32a8975eb3a238c562b3d487149 (diff)
Major overhaul of Renderer abstraction, to support a new example (#624)
The original goal here was to bring up a second example program: `model-viewer`. While the existing `hello-world` example is enough to get somebody up to speed with the basics of the Slang API (as a drop-in replacement for `D3DCompile` or similar), it doesn't really show any of the big-picture stuff that Slang is meant to enable. There wasn't any use of D3D12/Vulkan descriptor tables/sets, and there wasn't any use of interfaces, generics, or `ParameterBlock`s in the shader code. The `model-viewer` example addresses these issues. Its shader code involves generics, interfaces, and multiple `ParameterBlock`s, and the host-side code demonstrates a few key things for working with Slang: * There is an application-level abstraction for parameter blocks, that combines the graphics-API descriptor set object with Slang type information * There is a shader cache layer used to look up an appropriate variant of a rendering effect by using parameter block types to "plug in" global type variables * There is a clear separation between the phases of compilation: a first phase that does semantic checking and enables reflection-based allocation of graphics API objects, followed by one or more code generation passes for specialized kernels. This example is certainly not perfect, and it will need to be revamped more going forward. In particular: * The output picture is ugly as sin. We need a plan for how to get this to load better content, perhaps even popping up an error message to note that the required input data isn't present in the basic repository. * The shader code is too simplistic. There isn't any real material variety, and the `IMaterial` abstraction is completely wrong. * The use of parameter blocks is facile because there are no resource parameters right now. Fixing that will likely expose issues around interfacing with Slang's reflection API. * The whole example exposes the issue that Slang's current APIs aren't really designed for the benefit of two-phase compilation (since our many client application has been stuck on one-phase compilation). * Global type parameters are actually a Bad Idea that we only did for compatibility with existing codebases. We should not be showing them off in an example of the Right Way to use Slang, but the language support for type parameters on entry points is still not complete. Of course, the majority of the changes here are *not* inside the example applications, and instead involve a major overhaul of the `Renderer` abstraction that is used for both tests and examples. The main thrust of the change is to make the abstraction layer be closer to the D3D12/Vulkan model than to a D3D11-style model. This is important for the `model-viewer` example, since it aspires to show how Slang can be incorporated into a renderer that targets a modern API. The most important bit is actually the use of descriptor sets and "pipeline layouts" a la Vulkan, since without these Slang's `ParameterBlock` abstraction won't make a lot of sense. Implementation of the abstraction for the various APIs has very much been on an as-needed basis. The current implementation is just enough for the two examples to work, plus enough to get all the tests to pass in both debug and release builds on Windows. A big missing feature in the API abstraction right now is memory lifetime management. The code had been trending toward something D3D11-like where a constant buffer could be mapped per-frame with the implementation doing behind-the-scenes allocation for targets like D3D12/Vulkan. I'd like to shift more toward a model of just exposing "transient" allocations that are only valid for one frame, because these are more representation of how an efficient renderer for next-generation APIs will work. That transition isn't actually complete, though, so there are problems with the existing examples where `hello-world` is actually scribbling into memory that the GPU might still be using, while `model-viewer` is doing full-on heavy-weight allocations on a per-frame basis with no real concern for the performance implications. All together, there are a lot of things here that need more work, but this branch has been way too long-lived already, and so I'd like to get this checked in as long as all the tests pass.
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+// main.cpp
+
+// This file implements an extremely simple example of loading and
+// executing a Slang shader program. This is primarily an example
+// of how to use Slang as a "drop-in" replacement for an existing
+// HLSL compiler like the `D3DCompile` API. More advanced usage
+// of advanced Slang language and API features is left to the
+// next example.
+//
+// The comments in the file will attempt to explain concepts as
+// they are introduced.
+//
+// Of course, in order to use the Slang API, we need to include
+// its header. We have set up the build options for this project
+// so that it is as simple as:
+//
+#include <slang.h>
+//
+// Other build setups are possible, and Slang doesn't assume that
+// its include directory must be added to your global include
+// path.
+
+// For the purposes of keeping the demo code as simple as possible,
+// while still retaining some level of portability, our examples
+// make use of a small platform and graphics API abstraction layer,
+// which is included in the Slang source distribution under the
+// `tools/` directory.
+//
+// Applications can of course use Slang without ever touching this
+// abstraction layer, so we will not focus on it when explaining
+// examples, except in places where best practices for interacting
+// with Slang may depend on an application/engine making certain
+// design choices in their abstraction layer.
+//
+#include "gfx/render.h"
+#include "gfx/render-d3d11.h"
+#include "gfx/window.h"
+using namespace gfx;
+
+// For the purposes of a small example, we will define the vertex data for a
+// single triangle directly in the source file. It should be easy to extend
+// this example to load data from an external source, if desired.
+//
+struct Vertex
+{
+ float position[3];
+ float color[3];
+};
+
+static const int kVertexCount = 3;
+static const Vertex kVertexData[kVertexCount] =
+{
+ { { 0, 0, 0.5 }, { 1, 0, 0 } },
+ { { 0, 1, 0.5 }, { 0, 0, 1 } },
+ { { 1, 0, 0.5 }, { 0, 1, 0 } },
+};
+
+// The example application will be implemented as a `struct`, so that
+// we can scope the resources it allocates without using global variables.
+//
+struct HelloWorld
+{
+
+// We will start with a function that will invoke the Slang compiler
+// to generate target-specific code from a shader file, and then
+// use that to initialize an API shader program.
+//
+// Note that `Renderer` and `ShaderProgram` here are types from
+// the graphics API abstraction layer, and *not* part of the
+// Slang API. This function is representative of code that a user
+// might write to integrate Slang into their renderer/engine.
+//
+RefPtr<gfx::ShaderProgram> loadShaderProgram(gfx::Renderer* renderer)
+{
+ // First, we need to create a "session" for interacting with the Slang
+ // compiler. This scopes all of our application's interactions
+ // with the Slang library. At the moment, creating a session causes
+ // Slang to load and validate its standard library, so this is a
+ // somewhat heavy-weight operation. When possible, an application
+ // should try to re-use the same session across multiple compiles.
+ //
+ SlangSession* slangSession = spCreateSession(NULL);
+
+ // A compile request represents a single invocation of the compiler,
+ // to process some inputs and produce outputs (or errors).
+ //
+ SlangCompileRequest* slangRequest = spCreateCompileRequest(slangSession);
+
+ // We would like to request a single target (output) format: DirectX shader bytecode (DXBC)
+ int targetIndex = spAddCodeGenTarget(slangRequest, SLANG_DXBC);
+
+ // We will specify the desired "profile" for this one target in terms of the
+ // DirectX "shader model" that should be supported.
+ //
+ spSetTargetProfile(slangRequest, targetIndex, spFindProfile(slangSession, "sm_4_0"));
+
+ // A compile request can include one or more "translation units," which more or
+ // less amount to individual source files (think `.c` files, not the `.h` files they
+ // might include).
+ //
+ // For this example, our code will all be in the Slang language. The user may
+ // also specify HLSL input here, but that currently doesn't affect the compiler's
+ // behavior much.
+ //
+ int translationUnitIndex = spAddTranslationUnit(slangRequest, SLANG_SOURCE_LANGUAGE_SLANG, nullptr);
+
+ // We will load source code for our translation unit from the file `shaders.slang`.
+ // There are also variations of this API for adding source code from application-provided buffers.
+ //
+ spAddTranslationUnitSourceFile(slangRequest, translationUnitIndex, "shaders.slang");
+
+ // Next we will specify the entry points we'd like to compile.
+ // It is often convenient to put more than one entry point in the same file,
+ // and the Slang API makes it convenient to use a single run of the compiler
+ // to compile all entry points.
+ //
+ // For each entry point, we need to specify the name of a function, the
+ // translation unit in which that function can be found, and the stage
+ // that we need to compile for (e.g., vertex, fragment, geometry, ...).
+ //
+ char const* vertexEntryPointName = "vertexMain";
+ char const* fragmentEntryPointName = "fragmentMain";
+ int vertexIndex = spAddEntryPoint(slangRequest, translationUnitIndex, vertexEntryPointName, SLANG_STAGE_VERTEX);
+ int fragmentIndex = spAddEntryPoint(slangRequest, translationUnitIndex, fragmentEntryPointName, SLANG_STAGE_FRAGMENT);
+
+ // Once all of the input options for the compiler have been specified,
+ // we can invoke `spCompile` to run the compiler and see if any errors
+ // were detected.
+ //
+ const SlangResult compileRes = spCompile(slangRequest);
+
+ // Even if there were no errors that forced compilation to fail, the
+ // compiler may have produced "diagnostic" output such as warnings.
+ // We will go ahead and print that output here.
+ //
+ if(auto diagnostics = spGetDiagnosticOutput(slangRequest))
+ {
+ reportError("%s", diagnostics);
+ }
+
+ // If compilation failed, there is no point in continuing any further.
+ if(SLANG_FAILED(compileRes))
+ {
+ spDestroyCompileRequest(slangRequest);
+ spDestroySession(slangSession);
+ return nullptr;
+ }
+
+ // If compilation was successful, then we will extract the code for
+ // our two entry points as "blobs".
+ //
+ // If you are using a D3D API, then your application may want to
+ // take advantage of the fact taht these blobs are binary compatible
+ // with the `ID3DBlob`, `ID3D10Blob`, etc. interfaces.
+ //
+
+ ISlangBlob* vertexShaderBlob = nullptr;
+ spGetEntryPointCodeBlob(slangRequest, vertexIndex, 0, &vertexShaderBlob);
+
+ ISlangBlob* fragmentShaderBlob = nullptr;
+ spGetEntryPointCodeBlob(slangRequest, fragmentIndex, 0, &fragmentShaderBlob);
+
+ // We extract the begin/end pointers to the output code buffers
+ // using operations on the `ISlangBlob` interface.
+ //
+ char const* vertexCode = (char const*) vertexShaderBlob->getBufferPointer();
+ char const* vertexCodeEnd = vertexCode + vertexShaderBlob->getBufferSize();
+
+ char const* fragmentCode = (char const*) fragmentShaderBlob->getBufferPointer();
+ char const* fragmentCodeEnd = fragmentCode + fragmentShaderBlob->getBufferSize();
+
+ // Once we have extracted the output blobs, it is safe to destroy
+ // the compile request and even the session.
+ //
+ spDestroyCompileRequest(slangRequest);
+ spDestroySession(slangSession);
+
+ // Now we use the operations of the example graphics API abstraction
+ // layer to load shader code into the underlying API.
+ //
+ // Reminder: this section does not involve the Slang API at all.
+ //
+
+ gfx::ShaderProgram::KernelDesc kernelDescs[] =
+ {
+ { gfx::StageType::Vertex, vertexCode, vertexCodeEnd },
+ { gfx::StageType::Fragment, fragmentCode, fragmentCodeEnd },
+ };
+
+ gfx::ShaderProgram::Desc programDesc;
+ programDesc.pipelineType = gfx::PipelineType::Graphics;
+ programDesc.kernels = &kernelDescs[0];
+ programDesc.kernelCount = 2;
+
+ auto shaderProgram = renderer->createProgram(programDesc);
+
+ // Once we've used the output blobs from the Slang compiler to initialize
+ // the API-specific shader program, we can release their memory.
+ //
+ vertexShaderBlob->release();
+ fragmentShaderBlob->release();
+
+ return shaderProgram;
+}
+
+//
+// The above function shows the core of what is required to use the
+// Slang API as a simple compiler (e.g., a drop-in replacement for
+// fxc or dxc).
+//
+// The rest of this file implements an extremely simple rendering application
+// that will execute the vertex/fragment shaders loaded with the function
+// we have just defined.
+//
+
+// We will hard-code the size of our rendering window.
+//
+int gWindowWidth = 1024;
+int gWindowHeight = 768;
+
+// We will define global variables for the various platform and
+// graphics API objects that our application needs:
+//
+// As a reminder, *none* of these are Slang API objects. All
+// of them come from the utility library we are using to simplify
+// building an example program.
+//
+gfx::ApplicationContext* gAppContext;
+gfx::Window* gWindow;
+RefPtr<gfx::Renderer> gRenderer;
+RefPtr<gfx::BufferResource> gConstantBuffer;
+
+RefPtr<gfx::PipelineLayout> gPipelineLayout;
+RefPtr<gfx::PipelineState> gPipelineState;
+RefPtr<gfx::DescriptorSet> gDescriptorSet;
+
+RefPtr<gfx::BufferResource> gVertexBuffer;
+
+// Now that we've covered the function that actually loads and
+// compiles our Slang shade code, we can go through the rest
+// of the application code without as much commentary.
+//
+Result initialize()
+{
+ // Create a window for our application to render into.
+ //
+ WindowDesc windowDesc;
+ windowDesc.title = "Hello, World!";
+ windowDesc.width = gWindowWidth;
+ windowDesc.height = gWindowHeight;
+ gWindow = createWindow(windowDesc);
+
+ // Initialize the rendering layer.
+ //
+ // Note: for now we are hard-coding logic to use the
+ // Direct3D11 back-end for the graphics API abstraction.
+ // A future version of this example may support multiple
+ // platforms/APIs.
+ //
+ gRenderer = createD3D11Renderer();
+ Renderer::Desc rendererDesc;
+ rendererDesc.width = gWindowWidth;
+ rendererDesc.height = gWindowHeight;
+ {
+ Result res = gRenderer->initialize(rendererDesc, getPlatformWindowHandle(gWindow));
+ if(SLANG_FAILED(res)) return res;
+ }
+
+ // Create a constant buffer for passing the model-view-projection matrix.
+ //
+ // Note: the Slang API supports reflection which could be used
+ // to query the size of the `Uniform` constant buffer, but we
+ // will not deal with that here because Slang also supports
+ // applications that want to hard-code things like memory
+ // layout and parameter locations.
+ //
+ int constantBufferSize = 16 * sizeof(float);
+
+ BufferResource::Desc constantBufferDesc;
+ constantBufferDesc.init(constantBufferSize);
+ constantBufferDesc.setDefaults(Resource::Usage::ConstantBuffer);
+ constantBufferDesc.cpuAccessFlags = Resource::AccessFlag::Write;
+
+ gConstantBuffer = gRenderer->createBufferResource(
+ Resource::Usage::ConstantBuffer,
+ constantBufferDesc);
+ if(!gConstantBuffer) return SLANG_FAIL;
+
+ // Now we will create objects needed to configur the "input assembler"
+ // (IA) stage of the D3D pipeline.
+ //
+ // First, we create an input layout:
+ //
+ InputElementDesc inputElements[] = {
+ { "POSITION", 0, Format::RGB_Float32, offsetof(Vertex, position) },
+ { "COLOR", 0, Format::RGB_Float32, offsetof(Vertex, color) },
+ };
+ auto inputLayout = gRenderer->createInputLayout(
+ &inputElements[0],
+ 2);
+ if(!inputLayout) return SLANG_FAIL;
+
+ // Next we allocate a vertex buffer for our pre-initialized
+ // vertex data.
+ //
+ BufferResource::Desc vertexBufferDesc;
+ vertexBufferDesc.init(kVertexCount * sizeof(Vertex));
+ vertexBufferDesc.setDefaults(Resource::Usage::VertexBuffer);
+ gVertexBuffer = gRenderer->createBufferResource(
+ Resource::Usage::VertexBuffer,
+ vertexBufferDesc,
+ &kVertexData[0]);
+ if(!gVertexBuffer) return SLANG_FAIL;
+
+ // Now we will use our `loadShaderProgram` function to load
+ // the code from `shaders.slang` into the graphics API.
+ //
+ RefPtr<ShaderProgram> shaderProgram = loadShaderProgram(gRenderer);
+ if(!shaderProgram) return SLANG_FAIL;
+
+ // Our example graphics API usess a "modern" D3D12/Vulkan style
+ // of resource binding, so now we will dive into describing and
+ // allocating "descriptor sets."
+ //
+ // First, we need to construct a descriptor set *layout*.
+ //
+ DescriptorSetLayout::SlotRangeDesc slotRanges[] =
+ {
+ DescriptorSetLayout::SlotRangeDesc(DescriptorSlotType::UniformBuffer),
+ };
+ DescriptorSetLayout::Desc descriptorSetLayoutDesc;
+ descriptorSetLayoutDesc.slotRangeCount = 1;
+ descriptorSetLayoutDesc.slotRanges = &slotRanges[0];
+ auto descriptorSetLayout = gRenderer->createDescriptorSetLayout(descriptorSetLayoutDesc);
+ if(!descriptorSetLayout) return SLANG_FAIL;
+
+ // Next we will allocate a pipeline layout, which specifies
+ // that we will render with only a single descriptor set bound.
+ //
+
+ PipelineLayout::DescriptorSetDesc descriptorSets[] =
+ {
+ PipelineLayout::DescriptorSetDesc( descriptorSetLayout ),
+ };
+ PipelineLayout::Desc pipelineLayoutDesc;
+ pipelineLayoutDesc.renderTargetCount = 1;
+ pipelineLayoutDesc.descriptorSetCount = 1;
+ pipelineLayoutDesc.descriptorSets = &descriptorSets[0];
+ auto pipelineLayout = gRenderer->createPipelineLayout(pipelineLayoutDesc);
+ if(!pipelineLayout) return SLANG_FAIL;
+
+ gPipelineLayout = pipelineLayout;
+
+ // Once we have the descriptor set layout, we can allocate
+ // and fill in a descriptor set to hold our parameters.
+ //
+ auto descriptorSet = gRenderer->createDescriptorSet(descriptorSetLayout);
+ if(!descriptorSet) return SLANG_FAIL;
+
+ descriptorSet->setConstantBuffer(0, 0, gConstantBuffer);
+
+ gDescriptorSet = descriptorSet;
+
+ // Following the D3D12/Vulkan style of API, we need a pipeline state object
+ // (PSO) to encapsulate the configuration of the overall graphics pipeline.
+ //
+ GraphicsPipelineStateDesc desc;
+ desc.pipelineLayout = gPipelineLayout;
+ desc.inputLayout = inputLayout;
+ desc.program = shaderProgram;
+ desc.renderTargetCount = 1;
+ auto pipelineState = gRenderer->createGraphicsPipelineState(desc);
+ if(!pipelineState) return SLANG_FAIL;
+
+ gPipelineState = pipelineState;
+
+ // Once we've initialized all the graphics API objects,
+ // it is time to show our application window and start rendering.
+ //
+ showWindow(gWindow);
+
+ return SLANG_OK;
+}
+
+// With the initialization out of the way, we can now turn our attention
+// to the per-frame rendering logic. As with the initialization, there is
+// nothing really Slang-specific here, so the commentary doesn't need
+// to be very detailed.
+//
+void renderFrame()
+{
+ // We start by clearing our framebuffer, which only has a color target.
+ //
+ static const float kClearColor[] = { 0.25, 0.25, 0.25, 1.0 };
+ gRenderer->setClearColor(kClearColor);
+ gRenderer->clearFrame();
+
+ // We update our constant buffer per-frame, just for the purposes
+ // of the example, but we don't actually load different data
+ // per-frame (we always use an identity projection).
+ //
+ if(float* data = (float*) gRenderer->map(gConstantBuffer, MapFlavor::WriteDiscard))
+ {
+ static const float kIdentity[] =
+ {
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1 };
+ memcpy(data, kIdentity, sizeof(kIdentity));
+
+ gRenderer->unmap(gConstantBuffer);
+ }
+
+ // Now we configure our graphics pipeline state by setting the
+ // PSO, binding our descriptor set (which references the
+ // constant buffer that we wrote to above), and setting
+ // some additional bits of state, before drawing our triangle.
+ //
+ gRenderer->setPipelineState(PipelineType::Graphics, gPipelineState);
+ gRenderer->setDescriptorSet(PipelineType::Graphics, gPipelineLayout, 0, gDescriptorSet);
+
+ gRenderer->setVertexBuffer(0, gVertexBuffer, sizeof(Vertex));
+ gRenderer->setPrimitiveTopology(PrimitiveTopology::TriangleList);
+
+ gRenderer->draw(3);
+
+ // With that, we are done drawing for one frame, and ready for the next.
+ //
+ gRenderer->presentFrame();
+}
+
+void finalize()
+{
+ // All of our graphics API objects are reference-counted,
+ // so there isn't any additional cleanup work that needs
+ // to be done in this simple example.
+}
+
+};
+
+// This "inner" main function is used by the platform abstraction
+// layer to deal with differences in how an entry point needs
+// to be defined for different platforms.
+//
+void innerMain(ApplicationContext* context)
+{
+ // We construct an instance of our example application
+ // `struct` type, and then walk through the lifecyle
+ // of the application.
+
+ HelloWorld app;
+
+ if (SLANG_FAILED(app.initialize()))
+ {
+ return exitApplication(context, 1);
+ }
+
+ while(dispatchEvents(context))
+ {
+ app.renderFrame();
+ }
+
+ app.finalize();
+}
+
+// This macro instantiates an appropriate main function to
+// invoke the `innerMain` above.
+//
+GFX_UI_MAIN(innerMain)