diff options
| author | David Siher <32305650+dsiher@users.noreply.github.com> | 2021-09-14 12:59:55 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-09-14 09:59:55 -0700 |
| commit | 502aa3812a82cf0d091cff0c67804e4ee448ac78 (patch) | |
| tree | 8ac8def3a30a6531cee7f6b0380d8929811fade5 /examples/heterogeneous-hello-world | |
| parent | d9d42879c4b6c0202732897ec60a355ccc91f243 (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>
Diffstat (limited to 'examples/heterogeneous-hello-world')
| -rw-r--r-- | examples/heterogeneous-hello-world/README.md | 4 | ||||
| -rw-r--r-- | examples/heterogeneous-hello-world/main.cpp | 335 | ||||
| -rw-r--r-- | examples/heterogeneous-hello-world/shader.cpp | 215 | ||||
| -rw-r--r-- | examples/heterogeneous-hello-world/shader.slang | 71 |
4 files changed, 625 insertions, 0 deletions
diff --git a/examples/heterogeneous-hello-world/README.md b/examples/heterogeneous-hello-world/README.md new file mode 100644 index 000000000..709652922 --- /dev/null +++ b/examples/heterogeneous-hello-world/README.md @@ -0,0 +1,4 @@ +Slang "CPU Hello World Heterogeneous" Example +=============================== + +This example is a work-in-progress to illustrate how a heterogeneous programming example might work. It should NOT be used as a reference for working Slang code yet.
\ No newline at end of file diff --git a/examples/heterogeneous-hello-world/main.cpp b/examples/heterogeneous-hello-world/main.cpp new file mode 100644 index 000000000..9e0bb8b0f --- /dev/null +++ b/examples/heterogeneous-hello-world/main.cpp @@ -0,0 +1,335 @@ +// 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; + } +} diff --git a/examples/heterogeneous-hello-world/shader.cpp b/examples/heterogeneous-hello-world/shader.cpp new file mode 100644 index 000000000..0c0c24ebc --- /dev/null +++ b/examples/heterogeneous-hello-world/shader.cpp @@ -0,0 +1,215 @@ +#include "../../prelude/slang-cpp-prelude.h" + + +#ifdef SLANG_PRELUDE_NAMESPACE +using namespace SLANG_PRELUDE_NAMESPACE; +#endif + +Vector<uint32_t, 3> operator+(Vector<uint32_t, 3> a, Vector<uint32_t, 3> b) +{ + Vector<uint32_t, 3> r; + r.x = a.x + b.x; + r.y = a.y + b.y; + r.z = a.z + b.z; + return r; +} + +Vector<uint32_t, 3> operator*(Vector<uint32_t, 3> a, Vector<uint32_t, 3> b) +{ + Vector<uint32_t, 3> r; + r.x = a.x * b.x; + r.y = a.y * b.y; + r.z = a.z * b.z; + return r; +} + +Vector<uint32_t, 3> make_VecU3(uint32_t a, uint32_t b, uint32_t c) +{ + return Vector<uint32_t, 3>{ a, b, c}; +} + +size_t __computeMainSize = 668; +unsigned char __computeMain[] = {68, 88, 66, 67, 87, 111, 81, 164, 2, 29, 72, 42, 151, 28, 13, 217, 55, 37, 7, 95, 1, +0, 0, 0, 156, 2, 0, 0, 5, 0, 0, 0, 52, 0, 0, 0, 8, 1, 0, 0, 24, +1, 0, 0, 40, 1, 0, 0, 32, 2, 0, 0, 82, 68, 69, 70, 204, 0, 0, 0, 1, +0, 0, 0, 88, 0, 0, 0, 1, 0, 0, 0, 28, 0, 0, 0, 0, 4, 83, 67, 0, +9, 16, 0, 164, 0, 0, 0, 60, 0, 0, 0, 6, 0, 0, 0, 6, 0, 0, 0, 1, +0, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 101, +110, 116, 114, 121, 80, 111, 105, 110, 116, 80, 97, 114, 97, 109, 115, 95, 105, 111, 66, 117, +102, 102, 101, 114, 95, 48, 0, 60, 0, 0, 0, 1, 0, 0, 0, 112, 0, 0, 0, 4, +0, 0, 0, 0, 0, 0, 0, 3, 0, 0, 0, 136, 0, 0, 0, 0, 0, 0, 0, 4, +0, 0, 0, 2, 0, 0, 0, 148, 0, 0, 0, 0, 0, 0, 0, 36, 69, 108, 101, 109, +101, 110, 116, 0, 171, 171, 171, 0, 0, 3, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, +0, 0, 0, 77, 105, 99, 114, 111, 115, 111, 102, 116, 32, 40, 82, 41, 32, 72, 76, 83, +76, 32, 83, 104, 97, 100, 101, 114, 32, 67, 111, 109, 112, 105, 108, 101, 114, 32, 49, 48, +46, 49, 0, 73, 83, 71, 78, 8, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 79, +83, 71, 78, 8, 0, 0, 0, 0, 0, 0, 0, 8, 0, 0, 0, 83, 72, 69, 88, 240, +0, 0, 0, 64, 0, 5, 0, 60, 0, 0, 0, 106, 8, 0, 1, 158, 0, 0, 4, 0, +224, 17, 0, 0, 0, 0, 0, 4, 0, 0, 0, 95, 0, 0, 2, 18, 0, 2, 0, 104, +0, 0, 2, 1, 0, 0, 0, 155, 0, 0, 4, 4, 0, 0, 0, 1, 0, 0, 0, 1, +0, 0, 0, 167, 0, 0, 8, 18, 0, 16, 0, 0, 0, 0, 0, 10, 0, 2, 0, 1, +64, 0, 0, 0, 0, 0, 0, 6, 224, 17, 0, 0, 0, 0, 0, 49, 0, 0, 7, 34, +0, 16, 0, 0, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 1, 64, 0, 0, 0, +0, 0, 63, 0, 0, 0, 7, 66, 0, 16, 0, 0, 0, 0, 0, 10, 0, 16, 0, 0, +0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 75, 0, 0, 5, 18, 0, 16, 0, 0, +0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 55, 0, 0, 9, 18, 0, 16, 0, 0, +0, 0, 0, 26, 0, 16, 0, 0, 0, 0, 0, 42, 0, 16, 0, 0, 0, 0, 0, 10, +0, 16, 0, 0, 0, 0, 0, 168, 0, 0, 8, 18, 224, 17, 0, 0, 0, 0, 0, 10, +0, 2, 0, 1, 64, 0, 0, 0, 0, 0, 0, 10, 0, 16, 0, 0, 0, 0, 0, 62, +0, 0, 1, 83, 84, 65, 84, 116, 0, 0, 0, 7, 0, 0, 0, 1, 0, 0, 0, 0, +0, 0, 0, 1, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, +0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, +0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, +0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, +0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, +0, 0, 0, 0, 0, 0, 0, }; +void computeMain_wrapper(gfx_Device_0* device, Vector<uint32_t, 3> gridDims, + RWStructuredBuffer<float> buffer) +{ + gfx_ShaderProgram_0* shaderProgram = loadShaderProgram_0(device); + gfx_TransientResourceHeap_0* transientHeap = buildTransientHeap_0(device); + gfx_PipelineState_0* pipelineState = buildPipelineState_0(device, shaderProgram); + gfx_ResourceView_0* bufferView = createBufferView_0(device, unconvertBuffer_0(buffer)); + dispatchComputation_0(device, transientHeap, pipelineState, bufferView, gridDims.x, gridDims.y, gridDims.z); +} + +#line 8 "../../../examples/heterogeneous-hello-world/shader.slang" +struct EntryPointParams_0 +{ + RWStructuredBuffer<float> ioBuffer_0; +}; + + +#line 21 +struct gfx_Device_0 +{ +}; + + +#line 22 +struct gfx_BufferResource_0 +{ +}; + + +#line 23 +struct gfx_ResourceView_0 +{ +}; + + +#line 8 +void _computeMain(void* _S1, void* entryPointParams_0, void* _S2) +{ + +#line 8 + ComputeThreadVaryingInput* _S3 = (slang_bit_cast<ComputeThreadVaryingInput*>(_S1)); + + uint32_t tid_0 = (*(&_S3->groupID) * make_VecU3(4U, 1U, 1U) + *(&_S3->groupThreadID)).x; + + float* _S4 = &(*(&(slang_bit_cast<EntryPointParams_0*>(entryPointParams_0))->ioBuffer_0))[tid_0]; + +#line 12 + float i_0 = *_S4; + bool _S5 = i_0 < 0.50000000000000000000f; + +#line 13 + float _S6 = i_0 + i_0; + +#line 13 + float _S7 = (F32_sqrt((i_0))); + +#line 13 + float o_0 = _S5 ? _S6 : _S7; + + float* _S8 = &(*(&(slang_bit_cast<EntryPointParams_0*>(entryPointParams_0))->ioBuffer_0))[tid_0]; + +#line 15 + *_S8 = o_0; + return; +} + + +#line 31 +gfx_Device_0* createDevice_0(); + +gfx_BufferResource_0* createStructuredBuffer_0(gfx_Device_0* _0, FixedArray<float, 4> _1); + + +gfx_ResourceView_0* createBufferView_0(gfx_Device_0* _0, gfx_BufferResource_0* _1); + + +#line 4 +RWStructuredBuffer<float> convertBuffer_0(gfx_BufferResource_0* _0); + + +#line 44 +void printInitialValues_0(FixedArray<float, 4> _0, int32_t _1); + + +#line 50 +bool printOutputValues_0(gfx_Device_0* _0, gfx_BufferResource_0* _1, int32_t _2); + + + + +bool executeComputation_0() +{ + + FixedArray<float, 4> initialArray_0 = { 3.00000000000000000000f, -20.00000000000000000000f, -6.00000000000000000000f, 8.00000000000000000000f }; + + + gfx_Device_0* _S9 = createDevice_0(); + gfx_BufferResource_0* _S10 = createStructuredBuffer_0(_S9, initialArray_0); + gfx_ResourceView_0* _S11 = createBufferView_0(_S9, _S10); + Vector<uint32_t, 3> _S12 = make_VecU3(uint32_t(int(4)), uint32_t(int(1)), uint32_t(int(1))); + RWStructuredBuffer<float> _S13 = convertBuffer_0(_S10); + +#line 64 + computeMain_wrapper(_S9, _S12, _S13); + + printInitialValues_0(initialArray_0, int(4)); + bool _S14 = printOutputValues_0(_S9, _S10, int(4)); + + + return true; +} + +// [numthreads(4, 1, 1)] +SLANG_PRELUDE_EXPORT +void computeMain_Thread(ComputeThreadVaryingInput* varyingInput, void* entryPointParams, void* globalParams) +{ + _computeMain(varyingInput, entryPointParams, globalParams); +} +// [numthreads(4, 1, 1)] +SLANG_PRELUDE_EXPORT +void computeMain_Group(ComputeVaryingInput* varyingInput, void* entryPointParams, void* globalParams) +{ + ComputeThreadVaryingInput threadInput = {}; + threadInput.groupID = varyingInput->startGroupID; + for (uint32_t x = 0; x < 4; ++x) + { + threadInput.groupThreadID.x = x; + _computeMain(&threadInput, entryPointParams, globalParams); + } +} +// [numthreads(4, 1, 1)] +SLANG_PRELUDE_EXPORT +void computeMain(ComputeVaryingInput* varyingInput, void* entryPointParams, void* globalParams) +{ + ComputeVaryingInput vi = *varyingInput; + ComputeVaryingInput groupVaryingInput = {}; + for (uint32_t z = vi.startGroupID.z; z < vi.endGroupID.z; ++z) + { + groupVaryingInput.startGroupID.z = z; + for (uint32_t y = vi.startGroupID.y; y < vi.endGroupID.y; ++y) + { + groupVaryingInput.startGroupID.y = y; + for (uint32_t x = vi.startGroupID.x; x < vi.endGroupID.x; ++x) + { + groupVaryingInput.startGroupID.x = x; + computeMain_Group(&groupVaryingInput, entryPointParams, globalParams); + } + } + } +} diff --git a/examples/heterogeneous-hello-world/shader.slang b/examples/heterogeneous-hello-world/shader.slang new file mode 100644 index 000000000..b66640e3d --- /dev/null +++ b/examples/heterogeneous-hello-world/shader.slang @@ -0,0 +1,71 @@ +// shader.slang + +//TEST_INPUT:ubuffer(random(float, 4096, -1.0, 1.0), stride=4):name=ioBuffer +RWStructuredBuffer<float> convertBuffer(Ptr<gfx::BufferResource> x); + +[shader("compute")] +[numthreads(4, 1, 1)] +void computeMain(uniform RWStructuredBuffer<float> ioBuffer, uint3 dispatchThreadID : SV_DispatchThreadID) +{ + uint tid = dispatchThreadID.x; + + float i = ioBuffer[tid]; + float o = i < 0.5 ? (i + i) : sqrt(i); + + ioBuffer[tid] = o; +} + +// Forward declarations of gfx types +// +namespace gfx { + struct Device{}; + struct BufferResource{}; + struct ResourceView{}; + struct TransientResourceHeap{}; + struct PipelineState{}; + struct ShaderProgram{}; +} + +// Forward declarations of cpp functions +// +Ptr<gfx::Device> createDevice(); +Ptr<gfx::ShaderProgram> loadShaderProgram(Ptr<gfx::Device> device); +Ptr<gfx::BufferResource> createStructuredBuffer( + Ptr<gfx::Device> device, + float[4] initialData); +Ptr<gfx::ResourceView> createBufferView( + Ptr<gfx::Device> device, + Ptr<gfx::BufferResource> buffer); +Ptr<gfx::TransientResourceHeap> buildTransientHeap( + Ptr<gfx::Device> device); +Ptr<gfx::PipelineState> buildPipelineState( + Ptr<gfx::Device> device, + Ptr<gfx::ShaderProgram> shaderProgram); +void printInitialValues(float[4] initialArray, int length); +void dispatchComputation( + Ptr<gfx::Device> device, + Ptr<gfx::TransientResourceHeap> transientHeap, + Ptr<gfx::PipelineState> pipelineState, + Ptr<gfx::ResourceView> bufferView); +bool printOutputValues( + Ptr<gfx::Device> device, + Ptr<gfx::BufferResource> buffer, + int length); + +public bool executeComputation() { + // We will hard-code the size of our initial array. + // + float initialArray[4] = { 3.0f, -20.0f, -6.0f, 8.0f }; + + // Declare functions + let device = createDevice(); + let structuredBuffer = createStructuredBuffer(device, initialArray); + let bufferView = createBufferView(device, structuredBuffer); + __GPU_FOREACH(device, uint3(4, 1, 1), LAMBDA(uint3 dispatchThreadID) + { computeMain(convertBuffer(structuredBuffer), dispatchThreadID) ; }); + printInitialValues(initialArray, 4); + printOutputValues(device, structuredBuffer, 4); + + + return true; +} |
