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authorTim Foley <tfoleyNV@users.noreply.github.com>2021-03-12 11:58:14 -0800
committerGitHub <noreply@github.com>2021-03-12 11:58:14 -0800
commitd6a37a0f151e390808f196998c48a341bc4c7b60 (patch)
treec1c6e3af434cb3627af67ecc8706124e4b8c7fb1 /prelude/slang-cpp-types.h
parent9ffe2f3ef245034a2dae42017a9059dfe4d02647 (diff)
Add a CPU renderer implementation (#1750)
* Add a CPU renderer implementation This change adds a CPU back-end to `gfx` and ensures that most of our existing CPU tests pass when using it. Detailed notes: * Most of the CPU renderer implementation is copy-pasted from the CUDA case, so they share a lot of similar logic * The main addition to the CPU renderer is a semi-complete implementation of host-memory textures. The logic here handles all the main shapes (Buffer, 1D, 2D, 3D, Cube) and all the currently-supported `Format`s that are sample-able as-is (no D24S8). The implementation is not intended to be fast, and it currently only does nearest-neighbor sampling, but otherwise it tries to avoid cutting too many corners and should be ar reasonable starting point for a more complete (but not performance-oriented) implementation. * Refactored the CPU prelude `IRWTexture` interface to inherit from `ITexture`, since in most cases a single type will end up implementing both. It might be worth it to collapse it all down to a single interface later. * Changed the CPU prelude `ITexture`/`IRWTexture` interface so that it takes both a pointer *and* a size for output arguments. This change seems necessary to allow a shader variable declared as a `Texture2D<float>` to fetch a single `float` when the underlying texture might be using RGBA32F. * Added to the `IComponentType` public API so that we can query a "host callable" for an entry point and not just a binary. * Turned off the `-shaderobj` flag on two tests that weren't yet compatible with shader objects but still had the flag left in on the path (since previously the CPU path always used the non-`gfx` non-shader-object logic anyway) * Disabled one test (`dynamic-dispatch-11`) that relied on the `ConstantBuffer<IInterface>` idiom that we know we are planning to chagne soon anyway. * Made a few changes to the CUDA path to bring it into line with what I added for the CPU path. These were mostly bug fixes around indexing logic for sub-objects and resources. * fixup
Diffstat (limited to 'prelude/slang-cpp-types.h')
-rw-r--r--prelude/slang-cpp-types.h60
1 files changed, 28 insertions, 32 deletions
diff --git a/prelude/slang-cpp-types.h b/prelude/slang-cpp-types.h
index 9c8fb3dec..99e8f5097 100644
--- a/prelude/slang-cpp-types.h
+++ b/prelude/slang-cpp-types.h
@@ -446,9 +446,9 @@ struct TextureDimensions
struct ITexture
{
virtual TextureDimensions GetDimensions(int mipLevel = -1) = 0;
- virtual void Load(const int* v, void* out) = 0;
- virtual void Sample(SamplerState samplerState, const float* loc, void* out) = 0;
- virtual void SampleLevel(SamplerState samplerState, const float* loc, float level, void* out) = 0;
+ virtual void Load(const int32_t* v, void* outData, size_t dataSize) = 0;
+ virtual void Sample(SamplerState samplerState, const float* loc, void* outData, size_t dataSize) = 0;
+ virtual void SampleLevel(SamplerState samplerState, const float* loc, float level, void* outData, size_t dataSize) = 0;
};
template <typename T>
@@ -470,9 +470,9 @@ struct Texture1D
*outNumberOfLevels = dims.numberOfLevels;
}
- T Load(const int2& loc) const { T out; texture->Load(&loc.x, &out); return out; }
- T Sample(SamplerState samplerState, float loc) const { T out; texture->Sample(samplerState, &loc, &out); return out; }
- T SampleLevel(SamplerState samplerState, float loc, float level) { T out; texture->SampleLevel(samplerState, &loc, level, &out); return out; }
+ T Load(const int2& loc) const { T out; texture->Load(&loc.x, &out, sizeof(out)); return out; }
+ T Sample(SamplerState samplerState, float loc) const { T out; texture->Sample(samplerState, &loc, &out, sizeof(out)); return out; }
+ T SampleLevel(SamplerState samplerState, float loc, float level) { T out; texture->SampleLevel(samplerState, &loc, level, &out, sizeof(out)); return out; }
ITexture* texture;
};
@@ -507,9 +507,9 @@ struct Texture2D
*outNumberOfLevels = dims.numberOfLevels;
}
- T Load(const int3& loc) const { T out; texture->Load(&loc.x, &out); return out; }
- T Sample(SamplerState samplerState, const float2& loc) const { T out; texture->Sample(samplerState, &loc.x, &out); return out; }
- T SampleLevel(SamplerState samplerState, const float2& loc, float level) { T out; texture->SampleLevel(samplerState, &loc.x, level, &out); return out; }
+ T Load(const int3& loc) const { T out; texture->Load(&loc.x, &out, sizeof(out)); return out; }
+ T Sample(SamplerState samplerState, const float2& loc) const { T out; texture->Sample(samplerState, &loc.x, &out, sizeof(out)); return out; }
+ T SampleLevel(SamplerState samplerState, const float2& loc, float level) { T out; texture->SampleLevel(samplerState, &loc.x, level, &out, sizeof(out)); return out; }
ITexture* texture;
};
@@ -548,9 +548,9 @@ struct Texture3D
*outNumberOfLevels = dims.numberOfLevels;
}
- T Load(const int4& loc) const { T out; texture->Load(&loc.x, &out); return out; }
- T Sample(SamplerState samplerState, const float3& loc) const { T out; texture->Sample(samplerState, &loc.x, &out); return out; }
- T SampleLevel(SamplerState samplerState, const float3& loc, float level) { T out; texture->SampleLevel(samplerState, &loc.x, level, &out); return out; }
+ T Load(const int4& loc) const { T out; texture->Load(&loc.x, &out, sizeof(out)); return out; }
+ T Sample(SamplerState samplerState, const float3& loc) const { T out; texture->Sample(samplerState, &loc.x, &out, sizeof(out)); return out; }
+ T SampleLevel(SamplerState samplerState, const float3& loc, float level) { T out; texture->SampleLevel(samplerState, &loc.x, level, &out, sizeof(out)); return out; }
ITexture* texture;
};
@@ -585,8 +585,8 @@ struct TextureCube
*outNumberOfLevels = dims.numberOfLevels;
}
- T Sample(SamplerState samplerState, const float3& loc) const { T out; texture->Sample(samplerState, &loc.x, &out); return out; }
- T SampleLevel(SamplerState samplerState, const float3& loc, float level) { T out; texture->SampleLevel(samplerState, &loc.x, level, &out); return out; }
+ T Sample(SamplerState samplerState, const float3& loc) const { T out; texture->Sample(samplerState, &loc.x, &out, sizeof(out)); return out; }
+ T SampleLevel(SamplerState samplerState, const float3& loc, float level) { T out; texture->SampleLevel(samplerState, &loc.x, level, &out, sizeof(out)); return out; }
ITexture* texture;
};
@@ -611,9 +611,9 @@ struct Texture1DArray
*outElements = dims.arrayElementCount;
}
- T Load(const int3& loc) const { T out; texture->Load(&loc.x, &out); return out; }
- T Sample(SamplerState samplerState, const float2& loc) const { T out; texture->Sample(samplerState, &loc.x, &out); return out; }
- T SampleLevel(SamplerState samplerState, const float2& loc, float level) { T out; texture->SampleLevel(samplerState, &loc.x, level, &out); return out; }
+ T Load(const int3& loc) const { T out; texture->Load(&loc.x, &out, sizeof(out)); return out; }
+ T Sample(SamplerState samplerState, const float2& loc) const { T out; texture->Sample(samplerState, &loc.x, &out, sizeof(out)); return out; }
+ T SampleLevel(SamplerState samplerState, const float2& loc, float level) { T out; texture->SampleLevel(samplerState, &loc.x, level, &out, sizeof(out)); return out; }
ITexture* texture;
};
@@ -653,9 +653,9 @@ struct Texture2DArray
*outNumberOfLevels = dims.numberOfLevels;
}
- T Load(const int4& loc) const { T out; texture->Load(&loc.x, &out); return out; }
- T Sample(SamplerState samplerState, const float3& loc) const { T out; texture->Sample(samplerState, &loc.x, &out); return out; }
- T SampleLevel(SamplerState samplerState, const float3& loc, float level) { T out; texture->SampleLevel(samplerState, &loc.x, level, &out); return out; }
+ T Load(const int4& loc) const { T out; texture->Load(&loc.x, &out, sizeof(out)); return out; }
+ T Sample(SamplerState samplerState, const float3& loc) const { T out; texture->Sample(samplerState, &loc.x, &out, sizeof(out)); return out; }
+ T SampleLevel(SamplerState samplerState, const float3& loc, float level) { T out; texture->SampleLevel(samplerState, &loc.x, level, &out, sizeof(out)); return out; }
ITexture* texture;
};
@@ -695,20 +695,16 @@ struct TextureCubeArray
*outNumberOfLevels = dims.numberOfLevels;
}
- T Sample(SamplerState samplerState, const float4& loc) const { T out; texture->Sample(samplerState, &loc.x, &out); return out; }
- T SampleLevel(SamplerState samplerState, const float4& loc, float level) { T out; texture->SampleLevel(samplerState, &loc.x, level, &out); return out; }
+ T Sample(SamplerState samplerState, const float4& loc) const { T out; texture->Sample(samplerState, &loc.x, &out, sizeof(out)); return out; }
+ T SampleLevel(SamplerState samplerState, const float4& loc, float level) { T out; texture->SampleLevel(samplerState, &loc.x, level, &out, sizeof(out)); return out; }
ITexture* texture;
};
/* !!!!!!!!!!!!!!!!!!!!!!!!!!! RWTexture !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! */
-struct IRWTexture
+struct IRWTexture : ITexture
{
- virtual TextureDimensions GetDimensions(int mipLevel = -1) = 0;
-
- /// Load at specified location.
- virtual void Load(const int32_t* loc, void* out) = 0;
/// Get the reference to the element at loc.
virtual void* refAt(const uint32_t* loc) = 0;
};
@@ -722,7 +718,7 @@ struct RWTexture1D
void GetDimensions(float* outWidth) { *outWidth = texture->GetDimensions().width; }
void GetDimensions(uint32_t mipLevel, float* outWidth, float* outNumberOfLevels) { auto dims = texture->GetDimensions(mipLevel); *outWidth = dims.width; *outNumberOfLevels = dims.numberOfLevels; }
- T Load(int32_t loc) const { T out; texture->Load(&loc, &out); return out; }
+ T Load(int32_t loc) const { T out; texture->Load(&loc, &out, sizeof(out)); return out; }
T& operator[](uint32_t loc) { return *(T*)texture->refAt(&loc); }
IRWTexture* texture;
};
@@ -757,7 +753,7 @@ struct RWTexture2D
*outNumberOfLevels = dims.numberOfLevels;
}
- T Load(const int2& loc) const { T out; texture->Load(&loc.x, &out); return out; }
+ T Load(const int2& loc) const { T out; texture->Load(&loc.x, &out, sizeof(out)); return out; }
T& operator[](const uint2& loc) { return *(T*)texture->refAt(&loc.x); }
IRWTexture* texture;
};
@@ -796,7 +792,7 @@ struct RWTexture3D
*outNumberOfLevels = dims.numberOfLevels;
}
- T Load(const int3& loc) const { T out; texture->Load(&loc.x, &out); return out; }
+ T Load(const int3& loc) const { T out; texture->Load(&loc.x, &out, sizeof(out)); return out; }
T& operator[](const uint3& loc) { return *(T*)texture->refAt(&loc.x); }
IRWTexture* texture;
};
@@ -832,7 +828,7 @@ struct RWTexture1DArray
*outNumberOfLevels = dims.numberOfLevels;
}
- T Load(int2 loc) const { T out; texture->Load(&loc.x, &out); return out; }
+ T Load(int2 loc) const { T out; texture->Load(&loc.x, &out, sizeof(out)); return out; }
T& operator[](uint2 loc) { return *(T*)texture->refAt(&loc.x); }
IRWTexture* texture;
@@ -872,7 +868,7 @@ struct RWTexture2DArray
*outNumberOfLevels = dims.numberOfLevels;
}
- T Load(const int3& loc) const { T out; texture->Load(&loc.x, &out); return out; }
+ T Load(const int3& loc) const { T out; texture->Load(&loc.x, &out, sizeof(out)); return out; }
T& operator[](const uint3& loc) { return *(T*)texture->refAt(&loc.x); }
IRWTexture* texture;