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authorDavid Siher <32305650+dsiher@users.noreply.github.com>2021-09-14 12:59:55 -0400
committerGitHub <noreply@github.com>2021-09-14 09:59:55 -0700
commit502aa3812a82cf0d091cff0c67804e4ee448ac78 (patch)
tree8ac8def3a30a6531cee7f6b0380d8929811fade5 /examples/heterogeneous-hello-world/main.cpp
parentd9d42879c4b6c0202732897ec60a355ccc91f243 (diff)
Bring heterogeneous-hello-world back up to date. (#1935)
* Bring heterogeneous-hello-world back up to date. * Reintroduced heterogeneous-hello-world into the premake * No longer uses compiled bytecode for entry point, instead a loadModule call is hardocoded with the slang file name. * Entry point is, similarly, hardcoded for now. * Added a bypass to slang-legalize-types for an unneeded GPUForeach check * Run premake and change to relative path * Removed experimental and added README Co-authored-by: Yong He <yonghe@outlook.com>
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+// main.cpp
+
+// This example uses the Slang gfx layer to target different APIs and execute
+// both CPU and GPU code from a single Slang file (?)
+//
+#include <slang.h>
+#include <slang-com-ptr.h>
+using Slang::ComPtr;
+
+#include "slang-gfx.h"
+#include "gfx-util/shader-cursor.h"
+#include "source/core/slang-basic.h"
+#include "../../prelude/slang-cpp-types.h"
+
+using namespace gfx;
+using namespace Slang;
+
+// Creating global ref pointers to avoid dereferencing values
+//
+ComPtr<gfx::IDevice> gDevice;
+ComPtr<gfx::IShaderProgram> gProgram;
+ComPtr<gfx::IBufferResource> gBufferResource;
+ComPtr<gfx::IResourceView> gResourceView;
+ComPtr<gfx::ITransientResourceHeap> gTransientHeap;
+ComPtr<gfx::IPipelineState> gPipelineState;
+ComPtr<gfx::ICommandQueue> gQueue;
+
+// Boilerplate types to help the slang-generated file
+//
+struct gfx_Device_0;
+struct gfx_BufferResource_0;
+struct gfx_ShaderProgram_0;
+struct gfx_ResourceView_0;
+struct gfx_TransientResourceHeap_0;
+struct gfx_PipelineState_0;
+bool executeComputation_0();
+
+// Many Slang API functions return detailed diagnostic information
+// (error messages, warnings, etc.) as a "blob" of data, or return
+// a null blob pointer instead if there were no issues.
+//
+// For convenience, we define a subroutine that will dump the information
+// in a diagnostic blob if one is produced, and skip it otherwise.
+//
+void diagnoseIfNeeded(slang::IBlob *diagnosticsBlob)
+{
+ if (diagnosticsBlob != nullptr)
+ {
+ printf("%s", (const char *)diagnosticsBlob->getBufferPointer());
+ }
+}
+
+gfx::IDevice* createDevice()
+{
+ ComPtr<gfx::IDevice> device;
+ IDevice::Desc deviceDesc = {};
+ // Changing device type would happen here. For example:
+ //deviceDesc.deviceType = DeviceType::CUDA;
+ SLANG_RETURN_NULL_ON_FAIL(gfxCreateDevice(&deviceDesc, gDevice.writeRef()));
+ return gDevice;
+}
+
+// Loads the shader code defined in `shader.slang` for use by the `gfx` layer.
+//
+gfx::IShaderProgram* loadShaderProgram(gfx::IDevice *device)
+{
+ // We need to obtain a compilation session (`slang::ISession`) that will provide
+ // a scope to all the compilation and loading of code we do.
+ //
+ ComPtr<slang::ISession> slangSession;
+ SLANG_RETURN_NULL_ON_FAIL(device->getSlangSession(slangSession.writeRef()));
+
+ // We can now start loading code into the slang session.
+ //
+ // The simplest way to load code is by calling `loadModule` with the name of a Slang
+ // module. A call to `loadModule("MyStuff")` will behave more or less as if you
+ // wrote:
+ //
+ // import MyStuff;
+ //
+ // In a Slang shader file. The compiler will use its search paths to try to locate
+ // `MyModule.slang`, then compile and load that file. If a matching module had
+ // already been loaded previously, that would be used directly.
+ //
+ ComPtr<slang::IBlob> diagnosticsBlob;
+ slang::IModule *module = slangSession->loadModule("shader", diagnosticsBlob.writeRef());
+ diagnoseIfNeeded(diagnosticsBlob);
+ if (!module)
+ return NULL;
+
+ // Look up entry point (hardcoded for now)
+ //
+ char const *computeEntryPointName = "computeMain";
+ ComPtr<slang::IEntryPoint> computeEntryPoint;
+ SLANG_RETURN_NULL_ON_FAIL(
+ module->findEntryPointByName(computeEntryPointName, computeEntryPoint.writeRef()));
+
+ // At this point we have a few different Slang API objects that represent
+ // pieces of our code: `module`, `vertexEntryPoint`, and `fragmentEntryPoint`.
+ //
+ // A single Slang module could contain many different entry points (e.g.,
+ // four vertex entry points, three fragment entry points, and two compute
+ // shaders), and before we try to generate output code for our target API
+ // we need to identify which entry points we plan to use together.
+ //
+ // Modules and entry points are both examples of *component types* in the
+ // Slang API. The API also provides a way to build a *composite* out of
+ // other pieces, and that is what we are going to do with our module
+ // and entry points.
+ //
+ Slang::List<slang::IComponentType *> componentTypes;
+ componentTypes.add(module);
+ componentTypes.add(computeEntryPoint);
+
+ // Actually creating the composite component type is a single operation
+ // on the Slang session, but the operation could potentially fail if
+ // something about the composite was invalid (e.g., you are trying to
+ // combine multiple copies of the same module), so we need to deal
+ // with the possibility of diagnostic output.
+ //
+ ComPtr<slang::IComponentType> composedProgram;
+ SlangResult result = slangSession->createCompositeComponentType(
+ componentTypes.getBuffer(),
+ componentTypes.getCount(),
+ composedProgram.writeRef(),
+ diagnosticsBlob.writeRef());
+ diagnoseIfNeeded(diagnosticsBlob);
+ SLANG_RETURN_NULL_ON_FAIL(result);
+
+ // At this point, `composedProgram` represents the shader program
+ // we want to run, and the compute shader there have been checked.
+ // We can create a `gfx::IShaderProgram` object from `composedProgram`
+ // so it may be used by the graphics layer.
+ gfx::IShaderProgram::Desc programDesc = {};
+ programDesc.pipelineType = gfx::PipelineType::Compute;
+ programDesc.slangProgram = composedProgram.get();
+
+ gProgram = device->createProgram(programDesc);
+
+ return gProgram;
+}
+
+gfx::IBufferResource* createStructuredBuffer(
+ gfx::IDevice *device,
+ float *initialData)
+{
+ // Create a structured buffer for storing computation data
+ //
+ const int numberCount = 4;
+ int structuredBufferSize = numberCount * sizeof(float);
+
+ IBufferResource::Desc bufferDesc = {};
+ bufferDesc.sizeInBytes = numberCount * sizeof(float);
+ bufferDesc.format = gfx::Format::Unknown;
+ bufferDesc.elementSize = sizeof(float);
+ bufferDesc.allowedStates = ResourceStateSet(ResourceState::ShaderResource,
+ ResourceState::UnorderedAccess,
+ ResourceState::CopyDestination,
+ ResourceState::CopySource);
+ bufferDesc.defaultState = ResourceState::UnorderedAccess;
+ bufferDesc.cpuAccessFlags = AccessFlag::Write | AccessFlag::Read;
+
+ SlangResult result = device->createBufferResource(bufferDesc,
+ (void *)initialData,
+ gBufferResource.writeRef());
+ SLANG_RETURN_NULL_ON_FAIL(result);
+ return gBufferResource;
+}
+
+gfx::IResourceView* createBufferView(
+ gfx::IDevice* device,
+ gfx::IBufferResource* buffer)
+{
+ // Create a resource view for the structured buffer
+ //
+ gfx::IResourceView::Desc viewDesc = {};
+ viewDesc.type = gfx::IResourceView::Type::UnorderedAccess;
+ viewDesc.format = gfx::Format::Unknown;
+ SLANG_RETURN_NULL_ON_FAIL(device->createBufferView(buffer, viewDesc, gResourceView.writeRef()));
+ return gResourceView;
+}
+
+gfx::ITransientResourceHeap* buildTransientHeap(gfx::IDevice *device)
+{
+ ITransientResourceHeap::Desc transientHeapDesc = {};
+ transientHeapDesc.constantBufferSize = 4096;
+ SLANG_RETURN_NULL_ON_FAIL(
+ device->createTransientResourceHeap(transientHeapDesc, gTransientHeap.writeRef()));
+ return gTransientHeap;
+}
+
+gfx::IPipelineState* buildPipelineState(
+ gfx::IDevice *device,
+ gfx::IShaderProgram* shaderProgram)
+{
+ gfx::ComputePipelineStateDesc pipelineDesc = {};
+ pipelineDesc.program = shaderProgram;
+ SLANG_RETURN_NULL_ON_FAIL(
+ device->createComputePipelineState(pipelineDesc, gPipelineState.writeRef()));
+ return gPipelineState;
+}
+
+void printInitialValues(float *initialArray, int length)
+{
+ printf("Before:\n");
+ for (int i = 0; i < length; i++)
+ {
+ printf("%f, ", initialArray[i]);
+ }
+ printf("\n");
+}
+
+void dispatchComputation(
+ gfx::IDevice* device,
+ gfx::ITransientResourceHeap* transientHeap,
+ gfx::IPipelineState* pipelineState,
+ gfx::IResourceView* bufferView,
+ unsigned int gridDimsX,
+ unsigned int gridDimsY,
+ unsigned int gridDimsZ)
+{
+ ICommandQueue::Desc queueDesc = {ICommandQueue::QueueType::Graphics};
+ gQueue = device->createCommandQueue(queueDesc);
+
+ auto commandBuffer = transientHeap->createCommandBuffer();
+ auto encoder = commandBuffer->encodeComputeCommands();
+
+ // First, obtain a root shader object from command encoder to start parameter binding.
+ auto rootObject = encoder->bindPipeline(pipelineState);
+
+ gfx::ShaderCursor entryPointCursor(
+ rootObject->getEntryPoint(0)); // get a cursor the the first entry-point.
+ // Bind buffer view to the entry point.
+ entryPointCursor.getPath("ioBuffer").setResource(bufferView);
+
+ encoder->dispatchCompute(gridDimsX, gridDimsY, gridDimsZ);
+ encoder->endEncoding();
+ commandBuffer->close();
+ gQueue->executeCommandBuffer(commandBuffer);
+ gQueue->wait();
+}
+
+bool printOutputValues(
+ gfx::IDevice *device,
+ gfx::IBufferResource *buffer,
+ int length)
+{
+ ComPtr<ISlangBlob> resultBlob;
+ SLANG_RETURN_FALSE_ON_FAIL(device->readBufferResource(
+ buffer, 0, length * sizeof(float), resultBlob.writeRef()));
+ auto result = reinterpret_cast<const float *>(resultBlob->getBufferPointer());
+ printf("After: \n");
+ for (int i = 0; i < length; i++)
+ {
+ printf("%f, ", result[i]);
+ }
+ printf("\n");
+ return true;
+}
+
+// Boilerplate functions to help the slang-generated file and types
+
+gfx_Device_0* createDevice_0()
+{
+ return (gfx_Device_0*)createDevice();
+}
+
+gfx_BufferResource_0* createStructuredBuffer_0(gfx_Device_0* _0, FixedArray<float, 4> _1)
+{
+ return (gfx_BufferResource_0*)createStructuredBuffer((gfx::IDevice*)_0, (float*)&_1);
+}
+
+gfx_ShaderProgram_0* loadShaderProgram_0(gfx_Device_0* _0)
+{
+ return (gfx_ShaderProgram_0*)loadShaderProgram((gfx::IDevice*)_0);
+}
+
+gfx_ResourceView_0* createBufferView_0(gfx_Device_0* _0, gfx_BufferResource_0* _1)
+{
+ return (gfx_ResourceView_0*)createBufferView((gfx::IDevice*)_0, (gfx::IBufferResource*)_1);
+}
+
+gfx_TransientResourceHeap_0* buildTransientHeap_0(gfx_Device_0* _0)
+{
+ return (gfx_TransientResourceHeap_0*)buildTransientHeap((gfx::IDevice*)_0);
+}
+
+gfx_PipelineState_0* buildPipelineState_0(gfx_Device_0* _0, gfx_ShaderProgram_0* _1)
+{
+ return (gfx_PipelineState_0*)buildPipelineState((gfx::IDevice*)_0, (gfx::IShaderProgram*)_1);
+}
+
+void printInitialValues_0(FixedArray<float, 4> _0, int32_t _1)
+{
+ printInitialValues((float*)&_0, _1);
+}
+
+void dispatchComputation_0(gfx_Device_0* _0, gfx_TransientResourceHeap_0* _1, gfx_PipelineState_0* _2, gfx_ResourceView_0* _3, unsigned int gridDimsX, unsigned int gridDimsY, unsigned int gridDimsZ)
+{
+ dispatchComputation(
+ (gfx::IDevice*)_0,
+ (gfx::ITransientResourceHeap*)_1,
+ (gfx::IPipelineState*)_2,
+ (gfx::IResourceView*)_3,
+ gridDimsX,
+ gridDimsY,
+ gridDimsZ);
+}
+
+RWStructuredBuffer<float> convertBuffer_0(gfx_BufferResource_0* _0) {
+ RWStructuredBuffer<float> result;
+ result.data = (float*)_0;
+ return result;
+}
+
+gfx_BufferResource_0* unconvertBuffer_0(RWStructuredBuffer<float> _0) {
+ return (gfx_BufferResource_0*)(_0.data);
+}
+
+bool printOutputValues_0(gfx_Device_0* _0, gfx_BufferResource_0* _1, int32_t _2)
+{
+ return printOutputValues((gfx::IDevice*)_0, (gfx::IBufferResource*)_1, _2);
+}
+
+int main()
+{
+ // We construct an instance of our example application
+ // `struct` type, and then walk through the lifecyle
+ // of the application.
+
+ if (!(executeComputation_0()))
+ {
+ return -1;
+ }
+}