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authorjsmall-nvidia <jsmall@nvidia.com>2019-09-23 17:42:14 -0400
committerGitHub <noreply@github.com>2019-09-23 17:42:14 -0400
commitdc76577e2f1d851d6eb4963fa24d310d847b6786 (patch)
treee762a2fc22b36d585456e8345f2562cdcbea5fdc /examples
parente9f0544aa4737d5cba8424f95485811b4839d76e (diff)
CPU Hello World (#1065)
* First pass on cpu-hello-world application. * Improvements to cpu-hello-world * Improved documentation around cpu-hello-world. Added information about C++/CPU targets to README.md Referenced cpu-target.
Diffstat (limited to 'examples')
-rw-r--r--examples/cpu-hello-world/README.md10
-rw-r--r--examples/cpu-hello-world/cpu-hello-world.vcxproj184
-rw-r--r--examples/cpu-hello-world/cpu-hello-world.vcxproj.filters18
-rw-r--r--examples/cpu-hello-world/main.cpp210
-rw-r--r--examples/cpu-hello-world/shader.slang15
5 files changed, 437 insertions, 0 deletions
diff --git a/examples/cpu-hello-world/README.md b/examples/cpu-hello-world/README.md
new file mode 100644
index 000000000..32a8bf805
--- /dev/null
+++ b/examples/cpu-hello-world/README.md
@@ -0,0 +1,10 @@
+Slang "CPU Hello World" Example
+===============================
+
+The goal of this example is to demonstrate an almost minimal application that uses Slang to produce and use a kernel that is run on CPU.
+
+The `shader.slang` file contains a compute shader entry point. The shader code should compile as either Slang or HLSL code (that is, this example does not show off any new Slang language features).
+
+The `main.cpp` file contains the C++ application code, showing how to use the Slang API to load and compile the shader code to produce and execute CPU code.
+
+This example is not necessarily representative of best practices for integrating Slang into a production engine; the goal is merely to use the minimum amount of code possible to demonstrate a complete application that uses Slang.
diff --git a/examples/cpu-hello-world/cpu-hello-world.vcxproj b/examples/cpu-hello-world/cpu-hello-world.vcxproj
new file mode 100644
index 000000000..d150aa51d
--- /dev/null
+++ b/examples/cpu-hello-world/cpu-hello-world.vcxproj
@@ -0,0 +1,184 @@
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+ <Platform>x64</Platform>
+ </ProjectConfiguration>
+ <ProjectConfiguration Include="Release|Win32">
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diff --git a/examples/cpu-hello-world/cpu-hello-world.vcxproj.filters b/examples/cpu-hello-world/cpu-hello-world.vcxproj.filters
new file mode 100644
index 000000000..1ceeb57d7
--- /dev/null
+++ b/examples/cpu-hello-world/cpu-hello-world.vcxproj.filters
@@ -0,0 +1,18 @@
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diff --git a/examples/cpu-hello-world/main.cpp b/examples/cpu-hello-world/main.cpp
new file mode 100644
index 000000000..4ece04da2
--- /dev/null
+++ b/examples/cpu-hello-world/main.cpp
@@ -0,0 +1,210 @@
+// main.cpp
+
+#include <stdio.h>
+
+// This file implements an extremely simple example of loading and
+// executing a Slang shader program on the CPU.
+//
+// More information about generation C++ or CPU code can be found in docs/cpu-target.md
+//
+// NOTE! This test will only run on a system correctly where slang can find a suitable
+// C++ compiler - such as clang/gcc/visual studio
+//
+// 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>
+
+// Allows use of ComPtr - which we can use to scope any 'com-like' pointers easily
+#include <slang-com-ptr.h>
+// Provides macros for handling SlangResult values easily
+#include <slang-com-helper.h>
+
+// This includes a useful small function for setting up the prelude (described more further below).
+#include "../../source/core/slang-test-tool-util.h"
+
+// Slang namespace is used for elements support code (like core) which we use here
+// for ComPtr<> and TestToolUtil
+using namespace Slang;
+
+// Slang source is converted into C++ code which is compiled by a backend compiler.
+// That process uses a 'prelude' which defines types and functions that are needed
+// for everything else to work.
+//
+// We include the prelude here, so we can directly use the types as were used by the
+// compiled code. It is not necessary to include the prelude, as long as memory is
+// laid out in the manner that the generated slang code expects.
+#define SLANG_PRELUDE_NAMESPACE CPPPrelude
+#include "../../prelude/slang-cpp-types.h"
+
+static SlangResult _innerMain(int argc, char** argv)
+{
+ // 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.
+ //
+ ComPtr<slang::IGlobalSession> slangSession(spCreateSession(NULL));
+
+ // As touched on earlier, in order to generate the final executable code,
+ // the slang code is converted into C++, and that C++ needs a 'prelude' which
+ // is just definitions that the generated code needed to work correctly.
+ // There is a simple default definition of a prelude provided in the prelude
+ // directory called 'slang-cpp-prelude.h'.
+ //
+ // We need to tell slang either the contents of the prelude, or suitable include/s
+ // that will work. The actual API call to set the prelude is `setDownstreamCompilerPrelude`
+ // and this just sets for a specific backend a bit of text placed before generated code.
+ //
+ // Most downstream C++ compilers work on files. In that case slang may generate temporary
+ // files that contain the generated code. Typically the generated files will not be in the
+ // same directory as the original source so handling includes becomes awkward. The mechanism used here
+ // is for the prelude code to be an *absolute* path to the 'slang-cpp-prelude.h' - which means
+ // this will work wherever the generated code is, and allows accessing other files via relative paths.
+ //
+ // Look at the source to TestToolUtil::setSessionDefaultPrelude to see what's involed.
+ TestToolUtil::setSessionDefaultPrelude(argv[0], slangSession);
+
+ // 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 CPU code that can be executed directly on the host -
+ // which is the 'SLANG_HOST_CALLABLE' target.
+ // If we wanted a just a shared library/dll, we could have used SLANG_SHARED_LIBRARY.
+ int targetIndex = spAddCodeGenTarget(slangRequest, SLANG_HOST_CALLABLE);
+
+ // 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 `shader.slang`.
+ // There are also variations of this API for adding source code from application-provided buffers.
+ //
+ spAddTranslationUnitSourceFile(slangRequest, translationUnitIndex, "shader.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.
+ //
+ const char entryPointName[] = "computeMain";
+ int computeIndex = spAddEntryPoint(slangRequest, translationUnitIndex, entryPointName, SLANG_STAGE_COMPUTE);
+
+ // 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))
+ {
+ printf("%s", diagnostics);
+ }
+
+ // If compilation failed, there is no point in continuing any further.
+ if(SLANG_FAILED(compileRes))
+ {
+ spDestroyCompileRequest(slangRequest);
+ return compileRes;
+ }
+
+ // Get the 'shared library' (note that this doesn't necessarily have to be implemented as a shared library
+ // it's just an interface to executable code).
+ ComPtr<ISlangSharedLibrary> sharedLibrary;
+ SLANG_RETURN_ON_FAIL(spGetEntryPointHostCallable(slangRequest, 0, 0, sharedLibrary.writeRef()));
+
+ // Once we have the sharedLibrary, we no longer need the request
+ // unless we want to use reflection, to for example workout how 'UniformState' and 'UniformEntryPointParams' are laid out
+ // at runtime. We don't do that here - as we hard code the structures.
+ spDestroyCompileRequest(slangRequest);
+
+ // Get the function we are going to execute
+ CPPPrelude::ComputeFunc func = (CPPPrelude::ComputeFunc)sharedLibrary->findFuncByName(entryPointName);
+ if (!func)
+ {
+ spDestroyCompileRequest(slangRequest);
+ return SLANG_FAIL;
+ }
+
+ // Define the uniform state structure that is *specific* to our shader defined in shader.slang
+ // That the layout of the structure can be determined through reflection, or can be inferred from
+ // the original slang source. Look at the documentation in docs/cpu-target.md which describes
+ // how different resources map.
+ // The order of the resources is in the order that they are defined in the source.
+ struct UniformState
+ {
+ CPPPrelude::RWStructuredBuffer<float> ioBuffer;
+ };
+
+ // the uniformState will be passed as a pointer to the CPU code
+ UniformState uniformState;
+
+ // The contents of the buffer are modified, so we'll copy it
+ const float startBufferContents[] = { 2.0f, -10.0f, -3.0f, 5.0f };
+ float bufferContents[SLANG_COUNT_OF(startBufferContents)];
+ memcpy(bufferContents, startBufferContents, sizeof(startBufferContents));
+
+ // Set up the ioBuffer such that it uses bufferContents. It is important to set the .count
+ // such that bounds checking can be performed in the kernel.
+ uniformState.ioBuffer.data = bufferContents;
+ uniformState.ioBuffer.count = SLANG_COUNT_OF(bufferContents);
+
+ // In shader.slang, then entry point is attributed with `[numthreads(4, 1, 1)]` meaning each group
+ // consists of 4 'thread' in x. Our input buffer is 4 wide, and we index the input array via `SV_DispatchThreadID`
+ // so we only need to run a single group to execute over all of the 4 elements here.
+ // The group range from { 0, 0, 0 } -> { 1, 1, 1 } means it will execute over the single group { 0, 0, 0 }.
+
+ const CPPPrelude::uint3 startGroupID = { 0, 0, 0};
+ const CPPPrelude::uint3 endGroupID = { 1, 1, 1 };
+
+ CPPPrelude::ComputeVaryingInput varyingInput;
+ varyingInput.startGroupID = startGroupID;
+ varyingInput.endGroupID = endGroupID;
+
+ // We don't have any entry point parameters so that's passed as NULL
+ // We need to cast our definition of the uniform state to the undefined CPPPrelude::UniformState as
+ // that type is just a name to indicate what kind of thing needs to be passed in.
+ func(&varyingInput, NULL, (CPPPrelude::UniformState*)&uniformState);
+
+ // bufferContents holds the output
+
+ // Print out the values before the computation
+ printf("Before:\n");
+ for (float v : startBufferContents)
+ {
+ printf("%f, ", v);
+ }
+ printf("\n");
+
+ // Print out the values the the kernel produced
+ printf("After: \n");
+ for (float v : bufferContents)
+ {
+ printf("%f, ", v);
+ }
+ printf("\n");
+
+ return SLANG_OK;
+}
+
+int main(int argc, char** argv)
+{
+ return SLANG_SUCCEEDED(_innerMain(argc, argv)) ? 0 : -1;
+}
diff --git a/examples/cpu-hello-world/shader.slang b/examples/cpu-hello-world/shader.slang
new file mode 100644
index 000000000..bac5832a8
--- /dev/null
+++ b/examples/cpu-hello-world/shader.slang
@@ -0,0 +1,15 @@
+// shader.slang
+
+//TEST_INPUT:ubuffer(random(float, 4096, -1.0, 1.0), stride=4):dxbinding(0),glbinding(0),name=ioBuffer
+RWStructuredBuffer<float> ioBuffer;
+
+[numthreads(4, 1, 1)]
+void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID)
+{
+ uint tid = dispatchThreadID.x;
+
+ float i = ioBuffer[tid];
+ float o = i < 0.5 ? (i + i) : sqrt(i);
+
+ ioBuffer[tid] = o;
+}