summaryrefslogtreecommitdiffstats
path: root/tools/gfx/render.cpp
diff options
context:
space:
mode:
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 /tools/gfx/render.cpp
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 'tools/gfx/render.cpp')
-rw-r--r--tools/gfx/render.cpp7
1 files changed, 6 insertions, 1 deletions
diff --git a/tools/gfx/render.cpp b/tools/gfx/render.cpp
index 4ecb52287..e7d30b728 100644
--- a/tools/gfx/render.cpp
+++ b/tools/gfx/render.cpp
@@ -7,6 +7,7 @@
#include "open-gl/render-gl.h"
#include "vulkan/render-vk.h"
#include "cuda/render-cuda.h"
+#include "cpu/render-cpu.h"
#include <cstring>
namespace gfx {
@@ -97,6 +98,11 @@ extern "C"
return createVKDevice(desc, outDevice);
}
#endif
+ case DeviceType::CPU:
+ {
+ return createCPUDevice(desc, outDevice);
+ }
+ break;
default:
return SLANG_FAIL;
@@ -154,5 +160,4 @@ extern "C"
}
}
-
} // renderer_test