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authorlucy96chen <47800040+lucy96chen@users.noreply.github.com>2021-11-09 11:59:43 -0800
committerGitHub <noreply@github.com>2021-11-09 11:59:43 -0800
commit4d4cd569ad7fcc88693c18f848603f18894e24be (patch)
tree4c7fb036eea9e259d1610a933b448a5d0edcd918 /tools/gfx-unit-test/create-buffer-from-handle.cpp
parent8fe3f9cd7d664fc98e33cf276427390b42b9b468 (diff)
Allow buffers to be shared between D3D12 and CUDA (#2005)
* Added both the SharedHandle struct containing a handle and the API the handle originated from and the getSharedHandle() method to IResource, which returns a Windows system handle for the resource that can then be shared between multiple APIs (currently only fully implemented for D3D12); Added createTextureFromNativeHandle() and createBufferFromNativeHandle() to IDevice, which creates a buffer or texture resource using the provided handle (currently only fully implemented for D3D12); Added createBufferFromSharedHandle() to IDevice, which creates a BufferResource using the provided system handle (currently only fully implemented for the D3D12 to CUDA interface); Provided a proper implementation for CUDADevice::getNativeHandle(); Added several new tests testing the aforementioned implementations; Moved NativeHandle and getNativeHandle() for IBufferResource and ITextureResource up a layer into IResource and renamed to NativeResourceHandle; Modified NativeResourceHandle to be a struct containing the handle and the API it originated from and propagated these changes where appropriate * Combined all native and shared handle representations into a unified InteropHandle struct which tracks the handle's value and source API; Modified all getNativeHandle() and getSharedHandle() variants to operate on InteropHandle and modified all affected files * D3D12 buffers and textures are now responsible for closing their shared handles if they exist; Renamed IDevice::getNativeHandle() to getNativeDeviceHandles() * Fixed getNativeDeviceHandles() in render-cuda to match updated method elsewhere * Temporarily disabling existingDeviceHandleCUDA and sharedHandleD3D12ToCUDA due to currently unreproducable test failures on TC
Diffstat (limited to 'tools/gfx-unit-test/create-buffer-from-handle.cpp')
-rw-r--r--tools/gfx-unit-test/create-buffer-from-handle.cpp99
1 files changed, 99 insertions, 0 deletions
diff --git a/tools/gfx-unit-test/create-buffer-from-handle.cpp b/tools/gfx-unit-test/create-buffer-from-handle.cpp
new file mode 100644
index 000000000..0b2573da1
--- /dev/null
+++ b/tools/gfx-unit-test/create-buffer-from-handle.cpp
@@ -0,0 +1,99 @@
+#include "tools/unit-test/slang-unit-test.h"
+
+#include "slang-gfx.h"
+#include "gfx-test-util.h"
+#include "tools/gfx-util/shader-cursor.h"
+#include "source/core/slang-basic.h"
+
+using namespace gfx;
+
+namespace gfx_test
+{
+ void createBufferFromHandleTestImpl(IDevice* device, UnitTestContext* context)
+ {
+ Slang::ComPtr<ITransientResourceHeap> transientHeap;
+ ITransientResourceHeap::Desc transientHeapDesc = {};
+ transientHeapDesc.constantBufferSize = 4096;
+ GFX_CHECK_CALL_ABORT(
+ device->createTransientResourceHeap(transientHeapDesc, transientHeap.writeRef()));
+
+ ComPtr<IShaderProgram> shaderProgram;
+ slang::ProgramLayout* slangReflection;
+ GFX_CHECK_CALL_ABORT(loadComputeProgram(device, shaderProgram, "compute-trivial", "computeMain", slangReflection));
+
+ ComputePipelineStateDesc pipelineDesc = {};
+ pipelineDesc.program = shaderProgram.get();
+ ComPtr<gfx::IPipelineState> pipelineState;
+ GFX_CHECK_CALL_ABORT(
+ device->createComputePipelineState(pipelineDesc, pipelineState.writeRef()));
+
+ const int numberCount = 4;
+ float initialData[] = { 0.0f, 1.0f, 2.0f, 3.0f };
+ 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;
+
+ ComPtr<IBufferResource> originalNumbersBuffer;
+ GFX_CHECK_CALL_ABORT(device->createBufferResource(
+ bufferDesc,
+ (void*)initialData,
+ originalNumbersBuffer.writeRef()));
+
+ InteropHandle handle;
+ originalNumbersBuffer->getNativeResourceHandle(&handle);
+ ComPtr<IBufferResource> numbersBuffer;
+ GFX_CHECK_CALL_ABORT(device->createBufferFromNativeHandle(handle, bufferDesc, numbersBuffer.writeRef()));
+
+ ComPtr<IResourceView> bufferView;
+ IResourceView::Desc viewDesc = {};
+ viewDesc.type = IResourceView::Type::UnorderedAccess;
+ viewDesc.format = Format::Unknown;
+ GFX_CHECK_CALL_ABORT(device->createBufferView(numbersBuffer, viewDesc, bufferView.writeRef()));
+
+ // We have done all the set up work, now it is time to start recording a command buffer for
+ // GPU execution.
+ {
+ ICommandQueue::Desc queueDesc = { ICommandQueue::QueueType::Graphics };
+ auto queue = device->createCommandQueue(queueDesc);
+
+ auto commandBuffer = transientHeap->createCommandBuffer();
+ auto encoder = commandBuffer->encodeComputeCommands();
+
+ auto rootObject = encoder->bindPipeline(pipelineState);
+
+ ShaderCursor rootCursor(rootObject);
+ // Bind buffer view to the entry point.
+ rootCursor.getPath("buffer").setResource(bufferView);
+
+ encoder->dispatchCompute(1, 1, 1);
+ encoder->endEncoding();
+ commandBuffer->close();
+ queue->executeCommandBuffer(commandBuffer);
+ queue->wait();
+ }
+
+ compareComputeResult(
+ device,
+ numbersBuffer,
+ Slang::makeArray<float>(1.0f, 2.0f, 3.0f, 4.0f));
+ }
+
+ SLANG_UNIT_TEST(createBufferFromHandleD3D12)
+ {
+ runTestImpl(createBufferFromHandleTestImpl, unitTestContext, Slang::RenderApiFlag::D3D12);
+ }
+
+// SLANG_UNIT_TEST(createBufferFromHandleVulkan)
+// {
+// runTestImpl(createBufferFromHandleTestImpl, unitTestContext, Slang::RenderApiFlag::Vulkan);
+// }
+
+}