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authorlucy96chen <47800040+lucy96chen@users.noreply.github.com>2022-07-27 15:53:36 -0700
committerGitHub <noreply@github.com>2022-07-27 15:53:36 -0700
commited37dcbc175d07134cb0493f5e379a19e97c82f5 (patch)
tree0abd3202401d89e76a979ab7c18569afd63db8a6 /tools/gfx/cpu/cpu-shader-object.cpp
parentde0f8cf1be0770b87a117b637943db4ad4e1158b (diff)
Split render-cpu into smaller files (#2340)
* render-cpu split, does not compile * split finished, one compile error * added missing include and missing destructor implementation * Rerun TeamCity CI
Diffstat (limited to 'tools/gfx/cpu/cpu-shader-object.cpp')
-rw-r--r--tools/gfx/cpu/cpu-shader-object.cpp314
1 files changed, 314 insertions, 0 deletions
diff --git a/tools/gfx/cpu/cpu-shader-object.cpp b/tools/gfx/cpu/cpu-shader-object.cpp
new file mode 100644
index 000000000..67ffd6af5
--- /dev/null
+++ b/tools/gfx/cpu/cpu-shader-object.cpp
@@ -0,0 +1,314 @@
+// cpu-shader-object.cpp
+#include "cpu-shader-object.h"
+
+#include "cpu-buffer.h"
+#include "cpu-resource-views.h"
+#include "cpu-shader-object-layout.h"
+
+namespace gfx
+{
+using namespace Slang;
+
+namespace cpu
+{
+
+Index CPUShaderObjectData::getCount()
+{
+ return m_ordinaryData.getCount();
+}
+
+void CPUShaderObjectData::setCount(Index count)
+{
+ m_ordinaryData.setCount(count);
+}
+
+char* CPUShaderObjectData::getBuffer()
+{
+ return m_ordinaryData.getBuffer();
+}
+
+CPUShaderObjectData::~CPUShaderObjectData()
+{
+ // m_bufferResource's data is managed by m_ordinaryData so we
+ // set it to null to prevent m_bufferResource from freeing it.
+ if (m_bufferResource)
+ m_bufferResource->m_data = nullptr;
+}
+
+/// Returns a StructuredBuffer resource view for GPU access into the buffer content.
+/// Creates a StructuredBuffer resource if it has not been created.
+ResourceViewBase* CPUShaderObjectData::getResourceView(
+ RendererBase* device,
+ slang::TypeLayoutReflection* elementLayout,
+ slang::BindingType bindingType)
+{
+ SLANG_UNUSED(device);
+ if (!m_bufferResource)
+ {
+ IBufferResource::Desc desc = {};
+ desc.type = IResource::Type::Buffer;
+ desc.elementSize = (int)elementLayout->getSize();
+ m_bufferResource = new BufferResourceImpl(desc);
+
+ IResourceView::Desc viewDesc = {};
+ viewDesc.type = IResourceView::Type::UnorderedAccess;
+ viewDesc.format = Format::Unknown;
+ m_bufferView = new BufferResourceViewImpl(viewDesc, m_bufferResource);
+
+ }
+ m_bufferResource->getDesc()->sizeInBytes = m_ordinaryData.getCount();
+ m_bufferResource->m_data = m_ordinaryData.getBuffer();
+ return m_bufferView.Ptr();
+}
+
+Result ShaderObjectImpl::init(IDevice* device, ShaderObjectLayoutImpl* typeLayout)
+{
+ m_layout = typeLayout;
+
+ // If the layout tells us that there is any uniform data,
+ // then we need to allocate a constant buffer to hold that data.
+ //
+ // TODO: Do we need to allocate a shadow copy for use from
+ // the CPU?
+ //
+ // TODO: When/where do we bind this constant buffer into
+ // a descriptor set for later use?
+ //
+ auto slangLayout = getLayout()->getElementTypeLayout();
+ size_t uniformSize = slangLayout->getSize();
+ m_data.setCount(uniformSize);
+
+ // If the layout specifies that we have any resources or sub-objects,
+ // then we need to size the appropriate arrays to account for them.
+ //
+ // Note: the counts here are the *total* number of resources/sub-objects
+ // and not just the number of resource/sub-object ranges.
+ //
+ m_resources.setCount(typeLayout->getResourceCount());
+ m_objects.setCount(typeLayout->getSubObjectCount());
+
+ for (auto subObjectRange : getLayout()->subObjectRanges)
+ {
+ RefPtr<ShaderObjectLayoutImpl> subObjectLayout = subObjectRange.layout;
+
+ // In the case where the sub-object range represents an
+ // existential-type leaf field (e.g., an `IBar`), we
+ // cannot pre-allocate the object(s) to go into that
+ // range, since we can't possibly know what to allocate
+ // at this point.
+ //
+ if (!subObjectLayout)
+ continue;
+ auto _debugname = subObjectLayout->getElementTypeLayout()->getName();
+
+ //
+ // Otherwise, we will allocate a sub-object to fill
+ // in each entry in this range, based on the layout
+ // information we already have.
+
+ auto& bindingRangeInfo = getLayout()->m_bindingRanges[subObjectRange.bindingRangeIndex];
+ for (Index i = 0; i < bindingRangeInfo.count; ++i)
+ {
+ RefPtr<ShaderObjectImpl> subObject = new ShaderObjectImpl();
+ SLANG_RETURN_ON_FAIL(subObject->init(device, subObjectLayout));
+
+ ShaderOffset offset;
+ offset.uniformOffset = bindingRangeInfo.uniformOffset + sizeof(void*) * i;
+ offset.bindingRangeIndex = (GfxIndex)subObjectRange.bindingRangeIndex;
+ offset.bindingArrayIndex = (GfxIndex)i;
+
+ SLANG_RETURN_ON_FAIL(setObject(offset, subObject));
+ }
+ }
+ return SLANG_OK;
+}
+
+SLANG_NO_THROW GfxCount SLANG_MCALL ShaderObjectImpl::getEntryPointCount()
+{
+ return 0;
+}
+
+SLANG_NO_THROW Result SLANG_MCALL
+ ShaderObjectImpl::getEntryPoint(GfxIndex index, IShaderObject** outEntryPoint)
+{
+ *outEntryPoint = nullptr;
+ return SLANG_OK;
+}
+
+SLANG_NO_THROW const void* SLANG_MCALL ShaderObjectImpl::getRawData()
+{
+ return m_data.getBuffer();
+}
+
+SLANG_NO_THROW size_t SLANG_MCALL ShaderObjectImpl::getSize()
+{
+ return (size_t)m_data.getCount();
+}
+
+SLANG_NO_THROW Result SLANG_MCALL
+ ShaderObjectImpl::setData(ShaderOffset const& offset, void const* data, size_t size)
+{
+ size = Math::Min(size, size_t(m_data.getCount() - offset.uniformOffset));
+ memcpy((char*)m_data.getBuffer() + offset.uniformOffset, data, size);
+ return SLANG_OK;
+}
+
+SLANG_NO_THROW Result SLANG_MCALL
+ ShaderObjectImpl::setResource(ShaderOffset const& offset, IResourceView* inView)
+{
+ auto layout = getLayout();
+
+ auto bindingRangeIndex = offset.bindingRangeIndex;
+ SLANG_ASSERT(bindingRangeIndex >= 0);
+ SLANG_ASSERT(bindingRangeIndex < layout->m_bindingRanges.getCount());
+
+ auto& bindingRange = layout->m_bindingRanges[bindingRangeIndex];
+ auto viewIndex = bindingRange.baseIndex + offset.bindingArrayIndex;
+
+
+ auto view = static_cast<ResourceViewImpl*>(inView);
+ m_resources[viewIndex] = view;
+
+ switch (view->getViewKind())
+ {
+ case ResourceViewImpl::Kind::Texture:
+ {
+ auto textureView = static_cast<TextureResourceViewImpl*>(view);
+
+ slang_prelude::IRWTexture* textureObj = textureView;
+ SLANG_RETURN_ON_FAIL(setData(offset, &textureObj, sizeof(textureObj)));
+ }
+ break;
+
+ case ResourceViewImpl::Kind::Buffer:
+ {
+ auto bufferView = static_cast<BufferResourceViewImpl*>(view);
+ auto buffer = bufferView->getBuffer();
+ auto desc = *buffer->getDesc();
+
+ void* dataPtr = buffer->m_data;
+ size_t size = desc.sizeInBytes;
+ if (desc.elementSize > 1)
+ size /= desc.elementSize;
+
+ auto ptrOffset = offset;
+ SLANG_RETURN_ON_FAIL(setData(ptrOffset, &dataPtr, sizeof(dataPtr)));
+
+ auto sizeOffset = offset;
+ sizeOffset.uniformOffset += sizeof(dataPtr);
+ SLANG_RETURN_ON_FAIL(setData(sizeOffset, &size, sizeof(size)));
+ }
+ break;
+ }
+
+ return SLANG_OK;
+}
+
+SLANG_NO_THROW Result SLANG_MCALL
+ ShaderObjectImpl::setObject(ShaderOffset const& offset, IShaderObject* object)
+{
+ SLANG_RETURN_ON_FAIL(Super::setObject(offset, object));
+
+ auto bindingRangeIndex = offset.bindingRangeIndex;
+ auto& bindingRange = getLayout()->m_bindingRanges[bindingRangeIndex];
+
+ ShaderObjectImpl* subObject = static_cast<ShaderObjectImpl*>(object);
+
+ switch (bindingRange.bindingType)
+ {
+ default:
+ {
+ void* bufferPtr = subObject->m_data.getBuffer();
+ SLANG_RETURN_ON_FAIL(setData(offset, &bufferPtr, sizeof(void*)));
+ }
+ break;
+ case slang::BindingType::ExistentialValue:
+ case slang::BindingType::RawBuffer:
+ case slang::BindingType::MutableRawBuffer:
+ break;
+ }
+ return SLANG_OK;
+}
+
+SLANG_NO_THROW Result SLANG_MCALL
+ ShaderObjectImpl::setSampler(ShaderOffset const& offset, ISamplerState* sampler)
+{
+ SLANG_UNUSED(sampler);
+ SLANG_UNUSED(offset);
+ return SLANG_OK;
+}
+
+SLANG_NO_THROW Result SLANG_MCALL ShaderObjectImpl::setCombinedTextureSampler(
+ ShaderOffset const& offset, IResourceView* textureView, ISamplerState* sampler)
+{
+ SLANG_UNUSED(sampler);
+ setResource(offset, textureView);
+ return SLANG_OK;
+}
+
+char* ShaderObjectImpl::getDataBuffer()
+{
+ return m_data.getBuffer();
+}
+
+EntryPointLayoutImpl* EntryPointShaderObjectImpl::getLayout()
+{
+ return static_cast<EntryPointLayoutImpl*>(m_layout.Ptr());
+}
+
+SLANG_NO_THROW uint32_t SLANG_MCALL RootShaderObjectImpl::addRef()
+{
+ return 1;
+}
+
+SLANG_NO_THROW uint32_t SLANG_MCALL RootShaderObjectImpl::release()
+{
+ return 1;
+}
+
+Result RootShaderObjectImpl::init(IDevice* device, RootShaderObjectLayoutImpl* programLayout)
+{
+ SLANG_RETURN_ON_FAIL(ShaderObjectImpl::init(device, programLayout));
+ for (auto& entryPoint : programLayout->m_entryPointLayouts)
+ {
+ RefPtr<EntryPointShaderObjectImpl> object = new EntryPointShaderObjectImpl();
+ SLANG_RETURN_ON_FAIL(object->init(device, entryPoint));
+ m_entryPoints.add(object);
+ }
+ return SLANG_OK;
+}
+
+RootShaderObjectLayoutImpl* RootShaderObjectImpl::getLayout()
+{
+ return static_cast<RootShaderObjectLayoutImpl*>(m_layout.Ptr());
+}
+
+EntryPointShaderObjectImpl* RootShaderObjectImpl::getEntryPoint(Index index)
+{
+ return m_entryPoints[index];
+}
+
+SLANG_NO_THROW GfxCount SLANG_MCALL RootShaderObjectImpl::getEntryPointCount()
+{
+ return (GfxCount)m_entryPoints.getCount();
+}
+
+SLANG_NO_THROW Result SLANG_MCALL
+ RootShaderObjectImpl::getEntryPoint(GfxIndex index, IShaderObject** outEntryPoint)
+{
+ returnComPtr(outEntryPoint, m_entryPoints[index]);
+ return SLANG_OK;
+}
+
+Result RootShaderObjectImpl::collectSpecializationArgs(ExtendedShaderObjectTypeList& args)
+{
+ SLANG_RETURN_ON_FAIL(ShaderObjectImpl::collectSpecializationArgs(args));
+ for (auto& entryPoint : m_entryPoints)
+ {
+ SLANG_RETURN_ON_FAIL(entryPoint->collectSpecializationArgs(args));
+ }
+ return SLANG_OK;
+}
+
+} // namespace cpu
+} // namespace gfx