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| author | Yong He <yonghe@outlook.com> | 2021-04-16 10:35:42 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-04-16 10:35:42 -0700 |
| commit | 2886bc35e7b023370a8b8d56d78e5335eee2eb98 (patch) | |
| tree | ef40d6029f2f024a95602efb921c27383cf887f5 /examples/triangle/main.cpp | |
| parent | 79e92395f8ce3d92c446e3bb3250d19ce33decd5 (diff) | |
Add Hello world example. (#1797)
Diffstat (limited to 'examples/triangle/main.cpp')
| -rw-r--r-- | examples/triangle/main.cpp | 398 |
1 files changed, 398 insertions, 0 deletions
diff --git a/examples/triangle/main.cpp b/examples/triangle/main.cpp new file mode 100644 index 000000000..6b9104072 --- /dev/null +++ b/examples/triangle/main.cpp @@ -0,0 +1,398 @@ +// 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 "slang-gfx.h" +#include "gfx-util/shader-cursor.h" +#include "tools/platform/window.h" +#include "slang-com-ptr.h" +#include "source/core/slang-basic.h" +#include "examples/example-base/example-base.h" + +using namespace gfx; +using namespace Slang; + +// 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 : public WindowedAppBase +{ + +// 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()); + } +} + +// The main task an application cares about is compiling shader code +// from souce (if needed) and loading it through the chosen graphics API. +// +// In addition, an application may want to receive reflection information +// about the program, which is what a `slang::ProgramLayout` provides. +// +gfx::Result loadShaderProgram( + gfx::IDevice* device, + gfx::IShaderProgram** outProgram) +{ + // We need to obatin a compilation session (`slang::ISession`) that will provide + // a scope to all the compilation and loading of code we do. + // + // Our example application uses the `gfx` graphics API abstraction layer, which already + // creates a Slang compilation session for us, so we just grab and use it here. + ComPtr<slang::ISession> slangSession; + slangSession = device->getSlangSession(); + + // 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("shaders", diagnosticsBlob.writeRef()); + diagnoseIfNeeded(diagnosticsBlob); + if(!module) + return SLANG_FAIL; + + // Loading the `shaders` module will compile and check all the shader code in it, + // including the shader entry points we want to use. Now that the module is loaded + // we can look up those entry points by name. + // + // Note: If you are using this `loadModule` approach to load your shader code it is + // important to tag your entry point functions with the `[shader("...")]` attribute + // (e.g., `[shader("vertex")] void vertexMain(...)`). Without that information there + // is no umambiguous way for the compiler to know which functions represent entry + // points when it parses your code via `loadModule()`. + // + ComPtr<slang::IEntryPoint> vertexEntryPoint; + SLANG_RETURN_ON_FAIL(module->findEntryPointByName("vertexMain", vertexEntryPoint.writeRef())); + // + ComPtr<slang::IEntryPoint> fragmentEntryPoint; + SLANG_RETURN_ON_FAIL(module->findEntryPointByName("fragmentMain", fragmentEntryPoint.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); + + // Later on when we go to extract compiled kernel code for our vertex + // and fragment shaders, we will need to make use of their order within + // the composition, so we will record the relative ordering of the entry + // points here as we add them. + int entryPointCount = 0; + int vertexEntryPointIndex = entryPointCount++; + componentTypes.add(vertexEntryPoint); + + int fragmentEntryPointIndex = entryPointCount++; + componentTypes.add(fragmentEntryPoint); + + // 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> linkedProgram; + SlangResult result = slangSession->createCompositeComponentType( + componentTypes.getBuffer(), + componentTypes.getCount(), + linkedProgram.writeRef(), + diagnosticsBlob.writeRef()); + diagnoseIfNeeded(diagnosticsBlob); + SLANG_RETURN_ON_FAIL(result); + + // Once we've described the particular composition of entry points + // that we want to compile, we defer to the graphics API layer + // to extract compiled kernel code and load it into the API-specific + // program representation. + // + gfx::IShaderProgram::Desc programDesc = {}; + programDesc.pipelineType = gfx::PipelineType::Graphics; + programDesc.slangProgram = linkedProgram; + SLANG_RETURN_ON_FAIL(device->createProgram(programDesc, outProgram)); + + return SLANG_OK; +} + +// +// 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 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. +// +ComPtr<gfx::IPipelineState> gPipelineState; +ComPtr<gfx::IBufferResource> 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. +// +Slang::Result initialize() +{ + // Create a window for our application to render into. + // + initializeBase("hello-world", 1024, 768); + + // 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 = gDevice->createInputLayout( + &inputElements[0], + 2); + if(!inputLayout) return SLANG_FAIL; + + // Next we allocate a vertex buffer for our pre-initialized + // vertex data. + // + IBufferResource::Desc vertexBufferDesc; + vertexBufferDesc.init(kVertexCount * sizeof(Vertex)); + vertexBufferDesc.setDefaults(IResource::Usage::VertexBuffer); + gVertexBuffer = gDevice->createBufferResource( + IResource::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. + // + ComPtr<IShaderProgram> shaderProgram; + SLANG_RETURN_ON_FAIL(loadShaderProgram(gDevice, shaderProgram.writeRef())); + + // 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.inputLayout = inputLayout; + desc.program = shaderProgram; + desc.framebufferLayout = gFramebufferLayout; + auto pipelineState = gDevice->createGraphicsPipelineState(desc); + if (!pipelineState) + return SLANG_FAIL; + + gPipelineState = pipelineState; + + 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. +// +virtual void renderFrame(int frameBufferIndex) override +{ + ComPtr<ICommandBuffer> commandBuffer = gTransientHeaps[frameBufferIndex]->createCommandBuffer(); + auto renderEncoder = commandBuffer->encodeRenderCommands(gRenderPass, gFramebuffers[frameBufferIndex]); + + gfx::Viewport viewport = {}; + viewport.maxZ = 1.0f; + viewport.extentX = (float)windowWidth; + viewport.extentY = (float)windowHeight; + renderEncoder->setViewportAndScissor(viewport); + + // In order to bind shader parameters to the pipeline, we need + // to know how those parameters were assigned to locations/bindings/registers + // for the target graphics API. + // + // The Slang compiler assigns locations to parameters in a deterministic + // fashion, so it is possible for a programmer to hard-code locations + // into their application code that will match up with their shaders. + // + // Hard-coding of locations can become intractable as an application needs + // to support more different target platforms and graphics APIs, as well + // as more shaders with different specialized variants. + // + // Rather than rely on hard-coded locations, our examples will make use of + // reflection information provided by the Slang compiler (see `programLayout` + // above), and our example graphics API layer will translate that reflection + // information into a layout for a "root shader object." + // + // The root object will store values/bindings for all of the parameters in + // the `IShaderProgram` used to create the pipeline state. At a conceptual + // level we can think of `rootObject` as representing the "global scope" of + // the shader program that was loaded; it has entries for each global shader + // parameter that was declared. + // + // Readers who are familiar with D3D12 or Vulkan might think of this root + // layout as being similar in spirit to a "root signature" or "pipeline layout." + // + // We start parameter binding by binding the pipeline state in command encoder. + // This method will return a transient root shader object for us to write our + // shader parameters into. + // + auto rootObject = renderEncoder->bindPipeline(gPipelineState); + + // We will update the model-view-projection matrix that is passed + // into the shader code via the `Uniforms` buffer on a per-frame + // basis, even though the data that is loaded does not change + // per-frame (we always use an identity matrix). + // + auto deviceInfo = gDevice->getDeviceInfo(); + + // We know that `rootObject` is a root shader object created + // from our program, and that it is set up to hold values for + // all the parameter of that program. In order to actually + // set values, we need to be able to look up the location + // of speciic parameter that we want to set. + // + // Our example graphics API layer supports this operation + // with the idea of a *shader cursor* which can be thought + // of as pointing "into" a particular shader object at + // some location/offset. This design choice abstracts over + // the many ways that different platforms and APIs represent + // the necessary offset information. + // + // We construct an initial shader cursor that points at the + // entire shader program. You can think of this as akin to + // a diretory path of `/` for the root directory in a file + // system. + // + ShaderCursor rootCursor(rootObject); + // + // Next, we use a convenience overload of `operator[]` to + // navigate from the root cursor down to the parameter we + // want to set. + // + // The operation `rootCursor["Uniforms"]` looks up the + // offset/location of the global shader parameter `Uniforms` + // (which is a uniform/constant buffer), and the subsequent + // `["modelViewProjection"]` step navigates from there down + // to the member named `modelViewProjection` in that buffer. + // + // Once we have formed a cursor that "points" at the + // model-view projection matrix, we can set its data directly. + // + rootCursor["Uniforms"]["modelViewProjection"].setData( + deviceInfo.identityProjectionMatrix, sizeof(float) * 16); + // + // Some readers might be concerned about the performance o + // the above operations because of the use of strings. For + // those readers, here are two things to note: + // + // * While these `operator[]` steps do need to perform string + // comparisons, they do *not* make copies of the strings or + // perform any heap allocation. + // + // * There are other overloads of `operator[]` that use the + // *index* of a parameter/field instead of its name, and those + // operations have fixed/constant overhead and perform no + // string comparisons. The indices used are independent of + // the target platform and graphics API, and can thus be + // hard-coded even in cross-platform code. + // + + // We also need to set up a few pieces of fixed-function pipeline + // state that are not bound by the pipeline state above. + // + renderEncoder->setVertexBuffer(0, gVertexBuffer, sizeof(Vertex)); + renderEncoder->setPrimitiveTopology(PrimitiveTopology::TriangleList); + + // Finally, we are ready to issue a draw call for a single triangle. + // + renderEncoder->draw(3); + renderEncoder->endEncoding(); + commandBuffer->close(); + gQueue->executeCommandBuffer(commandBuffer); + + // With that, we are done drawing for one frame, and ready for the next. + // + gSwapchain->present(); +} + +}; + +// This macro instantiates an appropriate main function to +// run the application defined above. +PLATFORM_UI_MAIN(innerMain<HelloWorld>) |
