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| author | Tim Foley <tfoleyNV@users.noreply.github.com> | 2021-03-12 11:58:14 -0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-03-12 11:58:14 -0800 |
| commit | d6a37a0f151e390808f196998c48a341bc4c7b60 (patch) | |
| tree | c1c6e3af434cb3627af67ecc8706124e4b8c7fb1 /tools/gfx/render-graphics-common.cpp | |
| parent | 9ffe2f3ef245034a2dae42017a9059dfe4d02647 (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 'tools/gfx/render-graphics-common.cpp')
| -rw-r--r-- | tools/gfx/render-graphics-common.cpp | 31 |
1 files changed, 4 insertions, 27 deletions
diff --git a/tools/gfx/render-graphics-common.cpp b/tools/gfx/render-graphics-common.cpp index 10713e92b..5ae148ea0 100644 --- a/tools/gfx/render-graphics-common.cpp +++ b/tools/gfx/render-graphics-common.cpp @@ -109,29 +109,6 @@ public: } } - slang::TypeLayoutReflection* unwrapParameterGroups(slang::TypeLayoutReflection* typeLayout) - { - for (;;) - { - if (!typeLayout->getType()) - { - if (auto elementTypeLayout = typeLayout->getElementTypeLayout()) - typeLayout = elementTypeLayout; - } - - switch (typeLayout->getKind()) - { - default: - return typeLayout; - - case slang::TypeReflection::Kind::ConstantBuffer: - case slang::TypeReflection::Kind::ParameterBlock: - typeLayout = typeLayout->getElementTypeLayout(); - continue; - } - } - } - void _addDescriptorSets( slang::TypeLayoutReflection* typeLayout, slang::VariableLayoutReflection* varLayout = nullptr) @@ -178,7 +155,7 @@ public: Result setElementTypeLayout(slang::TypeLayoutReflection* typeLayout) { - typeLayout = unwrapParameterGroups(typeLayout); + typeLayout = _unwrapParameterGroups(typeLayout); m_elementTypeLayout = typeLayout; @@ -414,8 +391,8 @@ public: struct Builder : Super::Builder { - Builder(IDevice* renderer) - : Super::Builder(static_cast<RendererBase*>(renderer)) + Builder(IDevice* device) + : Super::Builder(static_cast<RendererBase*>(device)) {} Result build(EntryPointLayout** outLayout) @@ -1249,7 +1226,7 @@ protected: return SLANG_OK; // Once we have computed how large the buffer should be, we can allocate - // it using the existing public `IRenderer` API. + // it using the existing public `IDevice` API. // IDevice* device = getRenderer(); IBufferResource::Desc bufferDesc; |
