diff options
| author | jsmall-nvidia <jsmall@nvidia.com> | 2018-04-19 17:47:04 -0400 |
|---|---|---|
| committer | Tim Foley <tfoleyNV@users.noreply.github.com> | 2018-04-19 14:47:04 -0700 |
| commit | 4c751df1680c30fac0369171a9b8dd4bb5bb5b9f (patch) | |
| tree | afde05a4cefd2b203add6b6ea8b94722d9734e11 /tools/render-test/slang-support.cpp | |
| parent | cbedf01cc53b848dfcc086f04098ef438121a7c7 (diff) | |
Separation of Binding/Resource construction on Renderer interface (#508)
* Dx12 rendering works in test framework.
* Turn on dx12 render tests.
* First pass at Resource and TextureResource/BufferResource types.
* Fix bug in Dx11 impl for BufferResource.
* Dx12 supports TextureResource and binds using TextureResource type, and all tests pass.
* Added TextureBuffer::Size type to make handling mips a little simpler.
* Small improvements to Dx12 constant buffer binding
Removed k prefix on an enum
* First pass impl of dx11 createTextureResource
Added setDefaults to TextureResource::Desc and BufferResource::Desc to simplify setup
accessFlags -> cpuAccessFlags
desc -> srcDesc
* Split out generateTextureResource - can produce the texture using createTextureResource on the Renderer.
* Added support for read mapping to Dx11
accessFlags -> cpuAccessFlags
First pass at using TextureResource/BufferResource on Dx11
Some tests fail with this checkin
* TextureResource working on all tests on dx11.
* Construct ResourceBuffers on Dx11 and Dx12 using utility function createInputBufferResource.
* First pass at OpenGl TextureResource
* Small fixes to dx12 and dx11 setup.
Gl working working using BufferResource and TextureResource
* Tidy up around the compareSampler - looks like the previous test was incorrect.
* Small documentation /naming improvements.
* Fix some more small documentation issues.
* First pass testing out construction of binding resources external to Renderer implementation.
* Moved some BindingState::Desc types to BindingState to make easier to use.
* First pass of binding using BindingState::Desc for Dx11.
* First pass at binding with dx12.
* Fixed issues around separating dx12 binding from ShaderInputLayout
* First pass at OpenGl state binding.
* BindingState::Desc::Binding::Type -> BindingType
* Use Buffer to manage life of vk resources.
Construction of buffers handled by createBufferResource (BindingState doesn't have specialized logic)
* Remove InputLayout types from binding so can create a binding independent of it.
* Added upload buffer to BufferResource - could be used for write mapping.
* m_samplers -> m_samplerDescs.
First pass at Vk binding with BindingState::Desc.
Small tidy/doc improvements.
* First pass with binding all taking place through BindingState::Desc. All tests pass.
* Removed support for creating BindingState from ShaderInputLayout
* Remove serializeOutput from Renderer interface and all implementations.
Implement map/unmap on vulkan
Implement serializeBindingOutput which uses map/unmap and BindingState::Desc to write result.
* Make implementation of BindingState use the BindingState::Desc for much of state - only hold api specific in BindingDetail per implementation.
* Use Glsl binding on vulkan (was using hlsl).
* BindingState::Desc::Binding -> BindingState::Binding. Made possible by impls using 'BindingDetail' for their specific needs.
* Fix compile problems on win32.
* Fix a typo in name createBindingSetDesc -> createBindingStateDesc
Diffstat (limited to 'tools/render-test/slang-support.cpp')
| -rw-r--r-- | tools/render-test/slang-support.cpp | 132 |
1 files changed, 132 insertions, 0 deletions
diff --git a/tools/render-test/slang-support.cpp b/tools/render-test/slang-support.cpp index d45ce55a4..a9079b52c 100644 --- a/tools/render-test/slang-support.cpp +++ b/tools/render-test/slang-support.cpp @@ -1,5 +1,7 @@ // slang-support.cpp +#define _CRT_SECURE_NO_WARNINGS 1 + #include "slang-support.h" #include <assert.h> @@ -291,6 +293,136 @@ SlangResult createInputBufferResource(const InputBufferDesc& inputDesc, bool isO return SLANG_OK; } +static BindingState::SamplerDesc _calcSamplerDesc(const InputSamplerDesc& srcDesc) +{ + BindingState::SamplerDesc dstDesc; + dstDesc.isCompareSampler = srcDesc.isCompareSampler; + return dstDesc; +} + +SlangResult createBindingStateDesc(ShaderInputLayoutEntry* srcEntries, int numEntries, Renderer* renderer, BindingState::Desc& descOut) +{ + using namespace Slang; + + const int textureBindFlags = Resource::BindFlag::NonPixelShaderResource | Resource::BindFlag::PixelShaderResource; + + descOut.clear(); + for (int i = 0; i < numEntries; i++) + { + const ShaderInputLayoutEntry& srcEntry = srcEntries[i]; + + BindingState::RegisterDesc registerDesc; + registerDesc.registerSets[int(BindingState::ShaderStyle::Hlsl)] = descOut.addRegisterSet(srcEntry.hlslBinding); + registerDesc.registerSets[int(BindingState::ShaderStyle::Glsl)] = descOut.addRegisterSet(srcEntry.glslBinding.Buffer(), int(srcEntry.glslBinding.Count())); + + switch (srcEntry.type) + { + case ShaderInputType::Buffer: + { + const InputBufferDesc& srcBuffer = srcEntry.bufferDesc; + + const size_t bufferSize = srcEntry.bufferData.Count() * sizeof(uint32_t); + + RefPtr<BufferResource> bufferResource; + SLANG_RETURN_ON_FAIL(createInputBufferResource(srcEntry.bufferDesc, srcEntry.isOutput, bufferSize, srcEntry.bufferData.Buffer(), renderer, bufferResource)); + + descOut.addBufferResource(bufferResource, registerDesc); + break; + } + case ShaderInputType::CombinedTextureSampler: + { + RefPtr<TextureResource> texture; + SLANG_RETURN_ON_FAIL(generateTextureResource(srcEntry.textureDesc, textureBindFlags, renderer, texture)); + descOut.addCombinedTextureSampler(texture, _calcSamplerDesc(srcEntry.samplerDesc), registerDesc); + break; + } + case ShaderInputType::Texture: + { + RefPtr<TextureResource> texture; + SLANG_RETURN_ON_FAIL(generateTextureResource(srcEntry.textureDesc, textureBindFlags, renderer, texture)); + + descOut.addTextureResource(texture, registerDesc); + break; + } + case ShaderInputType::Sampler: + { + descOut.addSampler(_calcSamplerDesc(srcEntry.samplerDesc), registerDesc); + break; + } + default: + { + assert(!"Unhandled type"); + return SLANG_FAIL; + } + } + } + + return SLANG_OK; +} + +SlangResult createBindingStateDesc(const ShaderInputLayout& layout, Renderer* renderer, BindingState::Desc& descOut) +{ + SLANG_RETURN_ON_FAIL(createBindingStateDesc(layout.entries.Buffer(), int(layout.entries.Count()), renderer, descOut)); + descOut.m_numRenderTargets = layout.numRenderTargets; + + return SLANG_OK; +} + +SlangResult serializeBindingOutput(const ShaderInputLayout& layout, BindingState* bindingState, Renderer* renderer, const char* fileName) +{ + // Submit the work + renderer->submitGpuWork(); + // Wait until everything is complete + renderer->waitForGpu(); + + FILE * f = fopen(fileName, "wb"); + if (!f) + { + return SLANG_FAIL; + } + + const BindingState::Desc& bindingStateDesc = bindingState->getDesc(); + // Must be the same amount of entries + assert(bindingStateDesc.m_bindings.Count() == layout.entries.Count()); + + const int numBindings = int(bindingStateDesc.m_bindings.Count()); + + for (int i = 0; i < numBindings; ++i) + { + const auto& layoutBinding = layout.entries[i]; + const auto& binding = bindingStateDesc.m_bindings[i]; + + if (layoutBinding.isOutput) + { + if (binding.resource && binding.resource->isBuffer()) + { + BufferResource* bufferResource = static_cast<BufferResource*>(binding.resource.Ptr()); + const size_t bufferSize = bufferResource->getDesc().sizeInBytes; + + unsigned int* ptr = (unsigned int*)renderer->map(bufferResource, MapFlavor::HostRead); + if (!ptr) + { + fclose(f); + return SLANG_FAIL; + } + + const int size = int(bufferSize / sizeof(unsigned int)); + for (int i = 0; i < size; ++i) + { + fprintf(f, "%X\n", ptr[i]); + } + renderer->unmap(bufferResource); + } + else + { + printf("invalid output type at %d.\n", i); + } + } + } + fclose(f); + + return SLANG_OK; +} } // renderer_test |
