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authorYong He <yonghe@outlook.com>2017-10-24 19:14:14 -0400
committerGitHub <noreply@github.com>2017-10-24 19:14:14 -0400
commit3043171dae37d18015d6cd26287d492c576f4f1a (patch)
tree1037732c1e90afd36b588851ce5755d64188bcdb /tools/render-test
parentab64cf2ec05980d72cb2bad45e629d10ebbefdc1 (diff)
parent434d3428932ccaa0f6834d03c37adcab37d17a01 (diff)
Merge pull request #227 from csyonghe/master
Extending render-test to support various resource inputs
Diffstat (limited to 'tools/render-test')
-rw-r--r--tools/render-test/main.cpp49
-rw-r--r--tools/render-test/render-d3d11.cpp480
-rw-r--r--tools/render-test/render-gl.cpp15
-rw-r--r--tools/render-test/render-test.vcxproj13
-rw-r--r--tools/render-test/render-test.vcxproj.filters6
-rw-r--r--tools/render-test/render.h9
-rw-r--r--tools/render-test/shader-input-layout.cpp221
-rw-r--r--tools/render-test/shader-input-layout.h61
8 files changed, 786 insertions, 68 deletions
diff --git a/tools/render-test/main.cpp b/tools/render-test/main.cpp
index 6907ba40f..d3247e55f 100644
--- a/tools/render-test/main.cpp
+++ b/tools/render-test/main.cpp
@@ -5,7 +5,7 @@
#include "render-d3d11.h"
#include "render-gl.h"
#include "slang-support.h"
-
+#include "shader-input-layout.h"
#include <stdio.h>
#include <stdlib.h>
@@ -54,8 +54,9 @@ uintptr_t gConstantBufferSize, gComputeResultBufferSize;
Buffer* gConstantBuffer;
InputLayout* gInputLayout;
Buffer* gVertexBuffer;
-Buffer* gComputeResultBuffer;
-ShaderProgram* gShaderProgram;
+ShaderProgram* gShaderProgram;
+BindingState* gBindingState;
+ShaderInputLayout gShaderInputLayout;
// Entry point name to use for vertex/fragment shader
static char const* vertexEntryPointName = "vertexMain";
@@ -92,6 +93,8 @@ Error initializeShaders(
fclose(sourceFile);
sourceText[sourceSize] = 0;
+ gShaderInputLayout.Parse(sourceText);
+
ShaderCompileRequest::SourceInfo sourceInfo;
sourceInfo.path = sourcePath;
sourceInfo.text = sourceText;
@@ -121,16 +124,6 @@ Error initializeShaders(
return Error::None;
}
-
-void outputComputeResult(Renderer* renderer, const char * fileName)
-{
- float* data = (float*)renderer->map(gComputeResultBuffer, MapFlavor::HostRead);
- FILE* f = fopen(fileName, "wt");
- for (auto i = 0u; i < gComputeResultBufferSize / sizeof(UInt); i++)
- fprintf(f, "%.9g\n", data[i]);
- fclose(f);
-}
-
//
// At initialization time, we are going to load and compile our Slang shader
// code, and then create the D3D11 API objects we need for rendering.
@@ -144,6 +137,7 @@ Error initializeInner(
err = initializeShaders(shaderCompiler);
if(err != Error::None) return err;
+ gBindingState = renderer->createBindingState(gShaderInputLayout);
// Do other initialization that doesn't depend on the source language.
@@ -157,20 +151,7 @@ Error initializeInner(
gConstantBuffer = renderer->createBuffer(constantBufferDesc);
if(!gConstantBuffer)
return Error::Unexpected;
-
- gComputeResultBufferSize = 512 * sizeof(float);
- BufferDesc computeResultBufferDesc;
- computeResultBufferDesc.size = gComputeResultBufferSize;
- computeResultBufferDesc.flavor = BufferFlavor::Storage;
- gComputeResultBuffer = renderer->createBuffer(computeResultBufferDesc);
- if (!gComputeResultBufferSize)
- return Error::Unexpected;
- // initialize buffer to 0
- char * ptr = (char*)renderer->map(gComputeResultBuffer, MapFlavor::HostWrite);
- for (auto i = 0u; i < gComputeResultBufferSize; i++)
- ptr[i] = 0;
- renderer->unmap(gComputeResultBuffer);
-
+
// Input Assembler (IA)
InputElementDesc inputElements[] = {
@@ -222,7 +203,7 @@ void renderFrameInner(
renderer->setShaderProgram(gShaderProgram);
renderer->setConstantBuffer(0, gConstantBuffer);
-
+ renderer->setBindingState(gBindingState);
//
renderer->draw(3);
@@ -231,7 +212,7 @@ void renderFrameInner(
void runCompute(Renderer * renderer)
{
renderer->setShaderProgram(gShaderProgram);
- renderer->setStorageBuffer(0, gComputeResultBuffer);
+ renderer->setBindingState(gBindingState);
renderer->dispatchCompute(1, 1, 1);
}
@@ -403,7 +384,7 @@ int main(
{
if (message.message == WM_QUIT)
{
- return (int)message.wParam;
+ return (int)message.wParam;
}
TranslateMessage(&message);
@@ -428,10 +409,10 @@ int main(
// If we are in a mode where output is requested, we need to snapshot the back buffer here
if (gOptions.outputPath)
{
- if (gOptions.shaderType == ShaderProgramType::Compute)
- outputComputeResult(renderer, gOptions.outputPath);
- else
- renderer->captureScreenShot(gOptions.outputPath);
+ if (gOptions.shaderType == ShaderProgramType::Compute)
+ renderer->serializeOutput(gBindingState, gOptions.outputPath);
+ else
+ renderer->captureScreenShot(gOptions.outputPath);
return 0;
}
diff --git a/tools/render-test/render-d3d11.cpp b/tools/render-test/render-d3d11.cpp
index 6e9e04a78..8f73b4dd4 100644
--- a/tools/render-test/render-d3d11.cpp
+++ b/tools/render-test/render-d3d11.cpp
@@ -36,9 +36,26 @@
#endif
#endif
//
+using namespace Slang;
namespace renderer_test {
+struct D3DBinding
+{
+ ShaderInputType type;
+ ID3D11ShaderResourceView * srv = nullptr;
+ ID3D11UnorderedAccessView * uav = nullptr;
+ ID3D11Buffer * buffer = nullptr;
+ ID3D11SamplerState * samplerState = nullptr;
+ int binding = 0;
+ bool isOutput = false;
+ int bufferLength = 0;
+};
+struct D3DBindingState
+{
+ List<D3DBinding> bindings;
+};
+
//
@@ -246,12 +263,12 @@ public:
ID3D11Device* dxDevice = NULL;
ID3D11DeviceContext* dxImmediateContext = NULL;
ID3D11Texture2D* dxBackBufferTexture = NULL;
- ID3D11RenderTargetView* dxBackBufferRTV = NULL;
-
+ List<ID3D11RenderTargetView*> dxRenderTargetViews;
+ List<ID3D11Texture2D *> dxRenderTargetTextures;
+ D3DBindingState * currentBindings = nullptr;
virtual void initialize(void* inWindowHandle) override
{
auto windowHandle = (HWND) inWindowHandle;
-
// Rather than statically link against D3D, we load it dynamically.
HMODULE d3d11 = LoadLibraryA("d3d11.dll");
@@ -321,10 +338,8 @@ public:
{
hr = D3D11CreateDeviceAndSwapChain_(
NULL, // adapter (use default)
-
D3D_DRIVER_TYPE_WARP,
-// D3D_DRIVER_TYPE_HARDWARE,
-
+// D3D_DRIVER_TYPE_HARDWARE,
NULL, // software
deviceFlags,
&featureLevels[ii],
@@ -352,21 +367,36 @@ public:
static const IID kIID_ID3D11Texture2D = {
0x6f15aaf2, 0xd208, 0x4e89, 0x9a, 0xb4, 0x48,
0x95, 0x35, 0xd3, 0x4f, 0x9c };
+
dxSwapChain->GetBuffer(
0,
kIID_ID3D11Texture2D,
(void**)&dxBackBufferTexture);
- dxDevice->CreateRenderTargetView(
- dxBackBufferTexture,
- NULL,
- &dxBackBufferRTV);
+ for (int i = 0; i < 8; i++)
+ {
+ ID3D11Texture2D* texture;
+ D3D11_TEXTURE2D_DESC textureDesc;
+ dxBackBufferTexture->GetDesc(&textureDesc);
+ dxDevice->CreateTexture2D(&textureDesc, nullptr, &texture);
+ ID3D11RenderTargetView * rtv;
+ D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
+ rtvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ rtvDesc.Texture2D.MipSlice = 0;
+ rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+ dxDevice->CreateRenderTargetView(
+ texture,
+ &rtvDesc,
+ &rtv);
+ dxRenderTargetViews.Add(rtv);
+ dxRenderTargetTextures.Add(texture);
+ }
// We immediately bind the back-buffer render target view, and we aren't
// going to switch. We don't bother with a depth buffer.
dxImmediateContext->OMSetRenderTargets(
- 1,
- &dxBackBufferRTV,
+ dxRenderTargetViews.Count(),
+ dxRenderTargetViews.Buffer(),
NULL);
// Similarly, we are going to set up a viewport once, and then never
@@ -389,13 +419,15 @@ public:
virtual void clearFrame() override
{
- dxImmediateContext->ClearRenderTargetView(
- dxBackBufferRTV,
- clearColor);
+ for (auto i = 0u; i < dxRenderTargetViews.Count(); i++)
+ dxImmediateContext->ClearRenderTargetView(
+ dxRenderTargetViews[i],
+ clearColor);
}
virtual void presentFrame() override
{
+ dxImmediateContext->CopyResource(dxBackBufferTexture, dxRenderTargetTextures[0]);
dxSwapChain->Present(0, 0);
}
@@ -404,7 +436,7 @@ public:
HRESULT hr = captureTextureToFile(
dxDevice,
dxImmediateContext,
- dxBackBufferTexture,
+ dxRenderTargetTextures[0],
outputPath);
if( FAILED(hr) )
{
@@ -558,24 +590,24 @@ public:
return (InputLayout*) dxInputLayout;
}
- virtual void* map(Buffer* buffer, MapFlavor flavor) override
+ void* map(ID3D11Buffer * buffer, MapFlavor flavor)
{
auto dxContext = dxImmediateContext;
- auto dxBuffer = ((D3DBuffer*)buffer)->buffer;
+ auto dxBuffer = buffer;
D3D11_MAP dxMapFlavor;
- switch( flavor )
+ switch (flavor)
{
case MapFlavor::WriteDiscard:
dxMapFlavor = D3D11_MAP_WRITE_DISCARD;
break;
- case MapFlavor::HostWrite:
- dxMapFlavor = D3D11_MAP_WRITE;
- break;
- case MapFlavor::HostRead:
- dxMapFlavor = D3D11_MAP_READ;
- break;
+ case MapFlavor::HostWrite:
+ dxMapFlavor = D3D11_MAP_WRITE;
+ break;
+ case MapFlavor::HostRead:
+ dxMapFlavor = D3D11_MAP_READ;
+ break;
default:
return nullptr;
}
@@ -585,19 +617,27 @@ public:
// per-frame (we always use an identity projection).
D3D11_MAPPED_SUBRESOURCE dxMapped;
HRESULT hr = dxContext->Map(dxBuffer, 0, dxMapFlavor, 0, &dxMapped);
- if(FAILED(hr))
+ if (FAILED(hr))
return nullptr;
return dxMapped.pData;
}
- virtual void unmap(Buffer* buffer) override
+ virtual void* map(Buffer* buffer, MapFlavor flavor) override
+ {
+ return map(((D3DBuffer*)buffer)->buffer, flavor);
+ }
+
+ void unmap(ID3D11Buffer * buffer)
{
auto dxContext = dxImmediateContext;
+ dxContext->Unmap(buffer, 0);
+ }
+ virtual void unmap(Buffer* buffer) override
+ {
auto dxBuffer = ((D3DBuffer*)buffer)->buffer;
-
- dxContext->Unmap(dxBuffer, 0);
+ unmap(dxBuffer);
}
virtual void setInputLayout(InputLayout* inputLayout) override
@@ -686,7 +726,7 @@ public:
virtual void draw(UInt vertexCount, UInt startVertex) override
{
auto dxContext = dxImmediateContext;
-
+ applyBindingState(false);
dxContext->Draw((UINT) vertexCount, (UINT) startVertex);
}
@@ -749,8 +789,388 @@ public:
virtual void dispatchCompute(int x, int y, int z) override
{
auto dxContext = dxImmediateContext;
+ applyBindingState(true);
dxContext->Dispatch(x, y, z);
}
+
+ void createInputBuffer(
+ InputBufferDesc & bufferDesc,
+ List<unsigned int> & bufferData,
+ ID3D11Buffer * &bufferOut,
+ ID3D11UnorderedAccessView * &viewOut,
+ ID3D11ShaderResourceView * &srvOut)
+ {
+ auto dxContext = dxImmediateContext;
+ D3D11_BUFFER_DESC desc = {0};
+ desc.ByteWidth = bufferData.Count() * sizeof(unsigned int);
+ if (bufferDesc.type == InputBufferType::ConstantBuffer)
+ {
+ desc.Usage = D3D11_USAGE_DYNAMIC;
+ desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER | D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ }
+ else
+ {
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
+ if (bufferDesc.stride != 0)
+ {
+ desc.StructureByteStride = bufferDesc.stride;
+ desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
+ }
+ else
+ {
+ desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
+ }
+ }
+ D3D11_SUBRESOURCE_DATA data = {0};
+ data.pSysMem = bufferData.Buffer();
+ dxDevice->CreateBuffer(&desc, &data, &bufferOut);
+ int elemSize = bufferDesc.stride <= 0 ? 1 : bufferDesc.stride;
+ if (bufferDesc.type == InputBufferType::StorageBuffer)
+ {
+ D3D11_UNORDERED_ACCESS_VIEW_DESC viewDesc;
+ memset(&viewDesc, 0, sizeof(viewDesc));
+ viewDesc.Buffer.FirstElement = 0;
+ viewDesc.Buffer.NumElements = (UINT)(bufferData.Count() * sizeof(unsigned int) / elemSize);
+ viewDesc.Buffer.Flags = 0;
+ viewDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
+ viewDesc.Format = DXGI_FORMAT_UNKNOWN;
+ dxDevice->CreateUnorderedAccessView(bufferOut, &viewDesc, &viewOut);
+ }
+ D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
+ memset(&srvDesc, 0, sizeof(srvDesc));
+ srvDesc.Buffer.FirstElement = 0;
+ srvDesc.Buffer.ElementWidth = elemSize;
+ srvDesc.Buffer.NumElements = (UINT)(bufferData.Count() * sizeof(unsigned int) / elemSize);
+ srvDesc.Buffer.ElementOffset = 0;
+ srvDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
+ srvDesc.Format = DXGI_FORMAT_UNKNOWN;
+ dxDevice->CreateShaderResourceView(bufferOut, &srvDesc, &srvOut);
+ }
+
+ void createInputTexture(const InputTextureDesc & inputDesc, ID3D11ShaderResourceView * &viewOut)
+ {
+ int arrLen = inputDesc.arrayLength;
+ if (arrLen == 0)
+ arrLen = 1;
+ List<D3D11_SUBRESOURCE_DATA> subRes;
+ List<List<unsigned int>> dataBuffer;
+ int arraySize = arrLen;
+ if (inputDesc.isCube)
+ arraySize *= 6;
+ int textureSize = inputDesc.size;
+ int textureMipLevels = Math::Log2Floor(textureSize) + 1;
+ subRes.SetSize(textureMipLevels * arraySize);
+ dataBuffer.SetSize(subRes.Count());
+
+ auto iteratePixels = [&](int dimension, int size, unsigned int * buffer, auto f)
+ {
+ if (dimension == 1)
+ for (int i = 0; i < size; i++)
+ buffer[i] = f(i, 0, 0);
+ else if (dimension == 2)
+ for (int i = 0; i < size; i++)
+ for (int j = 0; j < size; j++)
+ buffer[i*size + j] = f(j, i, 0);
+ else if (dimension == 3)
+ for (int i = 0; i < size; i++)
+ for (int j = 0; j < size; j++)
+ for (int k = 0; k < size; k++)
+ buffer[i*size*size + j*size + k] = f(k, j, i);
+ };
+
+ int slice = 0;
+ for (int i = 0; i < arraySize; i++)
+ {
+ for (int j = 0; j < textureMipLevels; j++)
+ {
+ int size = textureSize >> j;
+ int bufferLen = size;
+ if (inputDesc.dimension == 2)
+ bufferLen *= size;
+ else if (inputDesc.dimension == 3)
+ bufferLen *= size*size;
+ dataBuffer[slice].SetSize(bufferLen);
+ subRes[slice].pSysMem = dataBuffer[slice].Buffer();
+ subRes[slice].SysMemPitch = sizeof(unsigned int) * size;
+ subRes[slice].SysMemSlicePitch = sizeof(unsigned int) * size * size;
+
+ iteratePixels(inputDesc.dimension, size, dataBuffer[slice].Buffer(), [&](int x, int y, int z) -> unsigned int
+ {
+ if (inputDesc.content == InputTextureContent::Zero)
+ {
+ return 0x0;
+ }
+ else if (inputDesc.content == InputTextureContent::One)
+ {
+ return 0xFFFFFFFF;
+ }
+ else if (inputDesc.content == InputTextureContent::Gradient)
+ {
+ unsigned char r = (unsigned char)(x / (float)(size - 1) * 255.0f);
+ unsigned char g = (unsigned char)(y / (float)(size - 1) * 255.0f);
+ unsigned char b = (unsigned char)(z / (float)(size - 1) * 255.0f);
+ return 0xFF000000 + r + (g << 8) + (b << 16);
+ }
+ else if (inputDesc.content == InputTextureContent::ChessBoard)
+ {
+ unsigned int xSig = x < (size >> 1) ? 1 : 0;
+ unsigned int ySig = y < (size >> 1) ? 1 : 0;
+ unsigned int zSig = z < (size >> 1) ? 1 : 0;
+ auto sig = xSig ^ ySig ^ zSig;
+ if (sig)
+ return 0xFFFFFFFF;
+ else
+ return 0xFF808080;
+ }
+ return 0x0;
+ });
+ slice++;
+ }
+ }
+ if (inputDesc.dimension == 1)
+ {
+ D3D11_TEXTURE1D_DESC desc = { 0 };
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET | D3D11_BIND_UNORDERED_ACCESS;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;
+ desc.MipLevels = textureMipLevels;
+ desc.ArraySize = arraySize;
+ desc.Width = textureSize;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+
+ ID3D11Texture1D * texture;
+ dxDevice->CreateTexture1D(&desc, subRes.Buffer(), &texture);
+ D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc;
+
+ viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE1D;
+ if (inputDesc.arrayLength != 0)
+ viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE1DARRAY;
+ viewDesc.Texture1D.MipLevels = textureMipLevels;
+ viewDesc.Texture1D.MostDetailedMip = 0;
+ viewDesc.Texture1DArray.ArraySize = arraySize;
+ viewDesc.Texture1DArray.FirstArraySlice = 0;
+ viewDesc.Texture1DArray.MipLevels = textureMipLevels;
+ viewDesc.Texture1DArray.MostDetailedMip = 0;
+ dxDevice->CreateShaderResourceView(texture, &viewDesc, &viewOut);
+ }
+ else if (inputDesc.dimension == 2)
+ {
+ D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc;
+ D3D11_TEXTURE2D_DESC desc = { 0 };
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET | D3D11_BIND_UNORDERED_ACCESS;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;
+ desc.MipLevels = textureMipLevels;
+ desc.ArraySize = arraySize;
+ if (inputDesc.isCube)
+ {
+ desc.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;
+ viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
+ viewDesc.TextureCube.MipLevels = textureMipLevels;
+ viewDesc.TextureCube.MostDetailedMip = 0;
+ viewDesc.TextureCubeArray.MipLevels = textureMipLevels;
+ viewDesc.TextureCubeArray.MostDetailedMip = 0;
+ viewDesc.TextureCubeArray.First2DArrayFace = 0;
+ viewDesc.TextureCubeArray.NumCubes = inputDesc.arrayLength;
+ }
+ else
+ {
+ viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
+ viewDesc.Texture2D.MipLevels = textureMipLevels;
+ viewDesc.Texture2D.MostDetailedMip = 0;
+ viewDesc.Texture2DArray.ArraySize = arraySize;
+ viewDesc.Texture2DArray.FirstArraySlice = 0;
+ viewDesc.Texture2DArray.MipLevels = textureMipLevels;
+ viewDesc.Texture2DArray.MostDetailedMip = 0;
+ }
+ if (inputDesc.arrayLength != 0)
+ viewDesc.ViewDimension = (D3D11_SRV_DIMENSION)(int)(viewDesc.ViewDimension + 1);
+ desc.Width = textureSize;
+ desc.Height = textureSize;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ ID3D11Texture2D * texture;
+ dxDevice->CreateTexture2D(&desc, subRes.Buffer(), &texture);
+ dxDevice->CreateShaderResourceView(texture, &viewDesc, &viewOut);
+ }
+ else if (inputDesc.dimension == 3)
+ {
+ D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc;
+ D3D11_TEXTURE3D_DESC desc = { 0 };
+ desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET | D3D11_BIND_UNORDERED_ACCESS;
+ desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ desc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;
+ desc.MipLevels = textureMipLevels;
+ viewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE3D;
+ desc.Width = textureSize;
+ desc.Height = textureSize;
+ desc.Depth = textureSize;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ ID3D11Texture3D * texture;
+ dxDevice->CreateTexture3D(&desc, subRes.Buffer(), &texture);
+ if (inputDesc.arrayLength != 0)
+ viewDesc.ViewDimension = (D3D11_SRV_DIMENSION)(int)(viewDesc.ViewDimension + 1);
+ viewDesc.Texture3D.MipLevels = textureMipLevels;
+ viewDesc.Texture3D.MostDetailedMip = 0;
+ dxDevice->CreateShaderResourceView(texture, &viewDesc, &viewOut);
+ }
+ }
+
+ void createInputSampler(const InputSamplerDesc & inputDesc, ID3D11SamplerState * & stateOut)
+ {
+ D3D11_SAMPLER_DESC desc;
+ memset(&desc, 0, sizeof(desc));
+ desc.AddressU = desc.AddressV = desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
+ if (inputDesc.isCompareSampler)
+ {
+ desc.ComparisonFunc = D3D11_COMPARISON_LESS_EQUAL;
+ desc.Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
+ }
+ else
+ desc.Filter = D3D11_FILTER_ANISOTROPIC;
+ desc.MaxAnisotropy = 16;
+ desc.MinLOD = 0.0f;
+ desc.MaxLOD = 100.0f;
+ dxDevice->CreateSamplerState(&desc, &stateOut);
+ }
+ virtual BindingState * createBindingState(const ShaderInputLayout & layout)
+ {
+ D3DBindingState * rs = new D3DBindingState();
+ for (auto & entry : layout.entries)
+ {
+ D3DBinding rsEntry;
+ rsEntry.type = entry.type;
+ rsEntry.binding = entry.hlslBinding;
+ rsEntry.isOutput = entry.isOutput;
+ switch (entry.type)
+ {
+ case ShaderInputType::Buffer:
+ {
+ createInputBuffer(entry.bufferDesc, entry.bufferData, rsEntry.buffer, rsEntry.uav, rsEntry.srv);
+ rsEntry.bufferLength = entry.bufferData.Count() * sizeof(unsigned int);
+ }
+ break;
+ case ShaderInputType::Texture:
+ {
+ createInputTexture(entry.textureDesc, rsEntry.srv);
+ }
+ break;
+ case ShaderInputType::Sampler:
+ {
+ createInputSampler(entry.samplerDesc, rsEntry.samplerState);
+ }
+ break;
+ case ShaderInputType::CombinedTextureSampler:
+ {
+ throw "not implemented";
+ }
+ break;
+ }
+ rs->bindings.Add(rsEntry);
+ }
+
+ return (BindingState*)rs;
+ }
+
+ void applyBindingState(bool isCompute)
+ {
+ auto dxContext = dxImmediateContext;
+ for (auto & binding : currentBindings->bindings)
+ {
+ if (binding.type == ShaderInputType::Buffer)
+ {
+ if (binding.uav)
+ {
+ if (isCompute)
+ dxContext->CSSetUnorderedAccessViews(binding.binding, 1, &binding.uav, nullptr);
+ else
+ dxContext->OMSetRenderTargetsAndUnorderedAccessViews(D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL,
+ nullptr, nullptr, binding.binding, 1, &binding.uav, nullptr);
+ }
+ else
+ {
+ if (isCompute)
+ dxContext->CSSetShaderResources(binding.binding, 1, &binding.srv);
+ else
+ {
+ dxContext->PSSetShaderResources(binding.binding, 1, &binding.srv);
+ dxContext->VSSetShaderResources(binding.binding, 1, &binding.srv);
+ }
+ }
+ }
+ else if (binding.type == ShaderInputType::Texture)
+ {
+ if (binding.uav)
+ {
+ if (isCompute)
+ dxContext->CSSetUnorderedAccessViews(binding.binding, 1, &binding.uav, nullptr);
+ else
+ dxContext->OMSetRenderTargetsAndUnorderedAccessViews(D3D11_KEEP_RENDER_TARGETS_AND_DEPTH_STENCIL,
+ nullptr, nullptr, binding.binding, 1, &binding.uav, nullptr);
+ }
+ else
+ {
+ if (isCompute)
+ dxContext->CSSetShaderResources(binding.binding, 1, &binding.srv);
+ else
+ {
+ dxContext->PSSetShaderResources(binding.binding, 1, &binding.srv);
+ dxContext->VSSetShaderResources(binding.binding, 1, &binding.srv);
+ }
+ }
+ }
+ else if (binding.type == ShaderInputType::Sampler)
+ {
+ if (isCompute)
+ dxContext->CSSetSamplers(binding.binding, 1, &binding.samplerState);
+ else
+ {
+ dxContext->PSSetSamplers(binding.binding, 1, &binding.samplerState);
+ dxContext->VSSetSamplers(binding.binding, 1, &binding.samplerState);
+ }
+ }
+ else
+ throw "not implemented";
+ }
+ }
+
+ virtual void setBindingState(BindingState * state)
+ {
+ auto dxBindingState = (D3DBindingState*) state;
+ currentBindings = dxBindingState;
+ }
+
+ virtual void serializeOutput(BindingState* state, const char * fileName)
+ {
+ auto dxContext = dxImmediateContext;
+ auto dxBindingState = (D3DBindingState*)state;
+ FILE * f = fopen(fileName, "wt");
+ for (auto & binding : dxBindingState->bindings)
+ {
+ if (binding.isOutput)
+ {
+ if (binding.buffer)
+ {
+ auto ptr = (unsigned int *)map(binding.buffer, MapFlavor::HostRead);
+ for (auto i = 0u; i < binding.bufferLength / sizeof(unsigned int); i++)
+ fprintf(f, "%X\n", ptr[i]);
+ unmap(binding.buffer);
+ }
+ else
+ {
+ throw "not implemented";
+ }
+ }
+ }
+ fclose(f);
+ }
};
diff --git a/tools/render-test/render-gl.cpp b/tools/render-test/render-gl.cpp
index 55647fb25..ff9d54eb6 100644
--- a/tools/render-test/render-gl.cpp
+++ b/tools/render-test/render-gl.cpp
@@ -613,6 +613,21 @@ public:
{
glDispatchCompute(x, y, z);
}
+
+ virtual BindingState * createBindingState(const ShaderInputLayout & layout)
+ {
+ return nullptr;
+ }
+
+ virtual void setBindingState(BindingState * state)
+ {
+
+ }
+
+ virtual void serializeOutput(BindingState* state, const char * fileName)
+ {
+
+ }
};
diff --git a/tools/render-test/render-test.vcxproj b/tools/render-test/render-test.vcxproj
index 94af429e8..0b0f6b05e 100644
--- a/tools/render-test/render-test.vcxproj
+++ b/tools/render-test/render-test.vcxproj
@@ -96,6 +96,8 @@
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalIncludeDirectories>../../source/</AdditionalIncludeDirectories>
+ <RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
@@ -109,6 +111,8 @@
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalIncludeDirectories>../../source/</AdditionalIncludeDirectories>
+ <RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
@@ -124,6 +128,8 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalIncludeDirectories>../../source/</AdditionalIncludeDirectories>
+ <RuntimeLibrary>MultiThreaded</RuntimeLibrary>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
@@ -141,6 +147,8 @@
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
+ <AdditionalIncludeDirectories>../../source/</AdditionalIncludeDirectories>
+ <RuntimeLibrary>MultiThreaded</RuntimeLibrary>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
@@ -154,6 +162,7 @@
<ClCompile Include="options.cpp" />
<ClCompile Include="render-d3d11.cpp" />
<ClCompile Include="render-gl.cpp" />
+ <ClCompile Include="shader-input-layout.cpp" />
<ClCompile Include="slang-support.cpp" />
</ItemGroup>
<ItemGroup>
@@ -161,10 +170,14 @@
<ClInclude Include="render-d3d11.h" />
<ClInclude Include="render-gl.h" />
<ClInclude Include="render.h" />
+ <ClInclude Include="shader-input-layout.h" />
<ClInclude Include="slang-support.h" />
<ClInclude Include="window.h" />
</ItemGroup>
<ItemGroup>
+ <ProjectReference Include="..\..\source\core\core.vcxproj">
+ <Project>{f9be7957-8399-899e-0c49-e714fddd4b65}</Project>
+ </ProjectReference>
<ProjectReference Include="..\..\source\slang\slang.vcxproj">
<Project>{db00da62-0533-4afd-b59f-a67d5b3a0808}</Project>
</ProjectReference>
diff --git a/tools/render-test/render-test.vcxproj.filters b/tools/render-test/render-test.vcxproj.filters
index 6e0ff295a..985e24b8b 100644
--- a/tools/render-test/render-test.vcxproj.filters
+++ b/tools/render-test/render-test.vcxproj.filters
@@ -30,6 +30,9 @@
<ClCompile Include="slang-support.cpp">
<Filter>Source Files</Filter>
</ClCompile>
+ <ClCompile Include="shader-input-layout.cpp">
+ <Filter>Source Files</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="options.h">
@@ -50,5 +53,8 @@
<ClInclude Include="slang-support.h">
<Filter>Header Files</Filter>
</ClInclude>
+ <ClInclude Include="shader-input-layout.h">
+ <Filter>Header Files</Filter>
+ </ClInclude>
</ItemGroup>
</Project> \ No newline at end of file
diff --git a/tools/render-test/render.h b/tools/render-test/render.h
index 7f8f2fffa..706868e9a 100644
--- a/tools/render-test/render.h
+++ b/tools/render-test/render.h
@@ -3,13 +3,14 @@
#include "options.h"
#include "window.h"
+#include "shader-input-layout.h"
namespace renderer_test {
typedef struct Buffer Buffer;
typedef struct InputLayout InputLayout;
typedef struct ShaderProgram ShaderProgram;
-
+typedef struct BindingState BindingState;
struct ShaderCompileRequest
{
struct SourceInfo
@@ -89,11 +90,11 @@ public:
virtual void presentFrame() = 0;
virtual void captureScreenShot(char const* outputPath) = 0;
-
+ virtual void serializeOutput(BindingState * state, char const* outputPath) = 0;
virtual Buffer* createBuffer(BufferDesc const& desc) = 0;
virtual InputLayout* createInputLayout(InputElementDesc const* inputElements, UInt inputElementCount) = 0;
-
+ virtual BindingState* createBindingState(const ShaderInputLayout & shaderInput) = 0;
virtual ShaderCompiler* getShaderCompiler() = 0;
virtual void* map(Buffer* buffer, MapFlavor flavor) = 0;
@@ -101,7 +102,7 @@ public:
virtual void setInputLayout(InputLayout* inputLayout) = 0;
virtual void setPrimitiveTopology(PrimitiveTopology topology) = 0;
-
+ virtual void setBindingState(BindingState * state) = 0;
virtual void setVertexBuffers(UInt startSlot, UInt slotCount, Buffer* const* buffers, UInt const* strides, UInt const* offsets) = 0;
inline void setVertexBuffer(UInt slot, Buffer* buffer, UInt stride, UInt offset = 0)
diff --git a/tools/render-test/shader-input-layout.cpp b/tools/render-test/shader-input-layout.cpp
new file mode 100644
index 000000000..b606a1a13
--- /dev/null
+++ b/tools/render-test/shader-input-layout.cpp
@@ -0,0 +1,221 @@
+#include "shader-input-layout.h"
+#include "core/token-reader.h"
+
+namespace renderer_test
+{
+ using namespace Slang;
+ void ShaderInputLayout::Parse(const char * source)
+ {
+ entries.Clear();
+ auto lines = Split(source, '\n');
+ for (auto & line : lines)
+ {
+ if (line.StartsWith("//TEST_INPUT:"))
+ {
+ auto lineContent = line.SubString(13, line.Length() - 13);
+ TokenReader parser(lineContent);
+ try
+ {
+ ShaderInputLayoutEntry entry;
+
+ if (parser.LookAhead("cbuffer"))
+ {
+ entry.type = ShaderInputType::Buffer;
+ entry.bufferDesc.type = InputBufferType::ConstantBuffer;
+ }
+ else if (parser.LookAhead("ubuffer"))
+ {
+ entry.type = ShaderInputType::Buffer;
+ entry.bufferDesc.type = InputBufferType::StorageBuffer;
+ }
+ else if (parser.LookAhead("Texture1D"))
+ {
+ entry.type = ShaderInputType::Texture;
+ entry.textureDesc.dimension = 1;
+ }
+ else if (parser.LookAhead("Texture2D"))
+ {
+ entry.type = ShaderInputType::Texture;
+ entry.textureDesc.dimension = 2;
+ }
+ else if (parser.LookAhead("Texture3D"))
+ {
+ entry.type = ShaderInputType::Texture;
+ entry.textureDesc.dimension = 3;
+ }
+ else if (parser.LookAhead("TextureCube"))
+ {
+ entry.type = ShaderInputType::Texture;
+ entry.textureDesc.dimension = 2;
+ entry.textureDesc.isCube = true;
+ }
+ else if (parser.LookAhead("RWTexture1D"))
+ {
+ entry.type = ShaderInputType::Texture;
+ entry.textureDesc.dimension = 1;
+ entry.textureDesc.isRWTexture = true;
+ }
+ else if (parser.LookAhead("RWTexture2D"))
+ {
+ entry.type = ShaderInputType::Texture;
+ entry.textureDesc.dimension = 2;
+ entry.textureDesc.isRWTexture = true;
+ }
+ else if (parser.LookAhead("RWTexture3D"))
+ {
+ entry.type = ShaderInputType::Texture;
+ entry.textureDesc.dimension = 3;
+ entry.textureDesc.isRWTexture = true;
+ }
+ else if (parser.LookAhead("RWTextureCube"))
+ {
+ entry.type = ShaderInputType::Texture;
+ entry.textureDesc.dimension = 2;
+ entry.textureDesc.isCube = true;
+ entry.textureDesc.isRWTexture = true;
+ }
+ else if (parser.LookAhead("Sampler"))
+ {
+ entry.type = ShaderInputType::Sampler;
+ }
+ else if (parser.LookAhead("Sampler1D"))
+ {
+ entry.type = ShaderInputType::CombinedTextureSampler;
+ entry.textureDesc.dimension = 1;
+ }
+ else if (parser.LookAhead("Sampler2D"))
+ {
+ entry.type = ShaderInputType::CombinedTextureSampler;
+ entry.textureDesc.dimension = 2;
+ }
+ else if (parser.LookAhead("Sampler3D"))
+ {
+ entry.type = ShaderInputType::CombinedTextureSampler;
+ entry.textureDesc.dimension = 3;
+ }
+ else if (parser.LookAhead("SamplerCube"))
+ {
+ entry.type = ShaderInputType::CombinedTextureSampler;
+ entry.textureDesc.dimension = 2;
+ entry.textureDesc.isCube = true;
+ }
+ else if (parser.LookAhead("render_targets"))
+ {
+ numRenderTargets = parser.ReadInt();
+ continue;
+ }
+ parser.ReadToken();
+ // parse options
+ if (parser.LookAhead("("))
+ {
+ parser.Read("(");
+ while (!parser.IsEnd() && !parser.LookAhead(")"))
+ {
+ auto word = parser.ReadWord();
+ if (word == "depth")
+ {
+ entry.textureDesc.isDepthTexture = true;
+ }
+ else if (word == "depthCompare")
+ {
+ entry.samplerDesc.isCompareSampler = true;
+ }
+ else if (word == "arrayLength")
+ {
+ parser.Read("=");
+ entry.textureDesc.arrayLength = parser.ReadInt();
+ }
+ else if (word == "stride")
+ {
+ parser.Read("=");
+ entry.bufferDesc.stride = parser.ReadInt();
+ }
+ else if (word == "size")
+ {
+ parser.Read("=");
+ entry.textureDesc.size = parser.ReadInt();
+ }
+ else if (word == "data")
+ {
+ parser.Read("=");
+ parser.Read("[");
+ while (!parser.IsEnd() && !parser.LookAhead("]"))
+ {
+ if (parser.NextToken().Type == TokenType::IntLiteral)
+ {
+ entry.bufferData.Add(parser.ReadUInt());
+ }
+ else
+ {
+ auto floatNum = parser.ReadFloat();
+ entry.bufferData.Add(*(unsigned int*)&floatNum);
+ }
+ }
+ parser.Read("]");
+ }
+ else if (word == "content")
+ {
+ parser.Read("=");
+ auto contentWord = parser.ReadWord();
+ if (contentWord == "zero")
+ entry.textureDesc.content = InputTextureContent::Zero;
+ else if (contentWord == "one")
+ entry.textureDesc.content = InputTextureContent::One;
+ else if (contentWord == "chessboard")
+ entry.textureDesc.content = InputTextureContent::ChessBoard;
+ else
+ entry.textureDesc.content = InputTextureContent::Gradient;
+ }
+ if (parser.LookAhead(","))
+ parser.Read(",");
+ else
+ break;
+ }
+ }
+ parser.Read(")");
+ // parse bindings
+ if (parser.LookAhead(":"))
+ {
+ parser.Read(":");
+ while (!parser.IsEnd())
+ {
+ if (parser.LookAhead("dxbinding"))
+ {
+ parser.ReadToken();
+ parser.Read("(");
+ entry.hlslBinding = parser.ReadInt();
+ parser.Read(")");
+ }
+ else if (parser.LookAhead("glbinding"))
+ {
+ parser.ReadToken();
+ parser.Read("(");
+ entry.glslBinding = entry.glslLocation = parser.ReadInt();
+ if (parser.LookAhead(","))
+ {
+ parser.Read(",");
+ entry.glslLocation = parser.ReadInt();
+ }
+ parser.Read(")");
+ }
+ else if (parser.LookAhead("out"))
+ {
+ parser.ReadToken();
+ entry.isOutput = true;
+ }
+ if (parser.LookAhead(","))
+ parser.Read(",");
+ }
+ }
+ entries.Add(entry);
+ }
+ catch (TextFormatException)
+ {
+ throw TextFormatException("Invalid input syntax at line " + parser.NextToken().Position.Line);
+ }
+ }
+ }
+
+
+ }
+} \ No newline at end of file
diff --git a/tools/render-test/shader-input-layout.h b/tools/render-test/shader-input-layout.h
new file mode 100644
index 000000000..f2258b7b9
--- /dev/null
+++ b/tools/render-test/shader-input-layout.h
@@ -0,0 +1,61 @@
+#ifndef SLANG_TEST_SHADER_INPUT_LAYOUT_H
+#define SLANG_TEST_SHADER_INPUT_LAYOUT_H
+
+#include "core/basic.h"
+
+namespace renderer_test
+{
+ enum class ShaderInputType
+ {
+ Buffer, Texture, Sampler, CombinedTextureSampler
+ };
+ enum class InputTextureContent
+ {
+ Zero, One, ChessBoard, Gradient
+ };
+ struct InputTextureDesc
+ {
+ int dimension = 2;
+ int arrayLength = 0;
+ bool isCube = false;
+ bool isDepthTexture = false;
+ bool isRWTexture = false;
+ int size = 4;
+ InputTextureContent content = InputTextureContent::One;
+ };
+ enum class InputBufferType
+ {
+ ConstantBuffer, StorageBuffer
+ };
+ struct InputBufferDesc
+ {
+ InputBufferType type = InputBufferType::ConstantBuffer;
+ int stride = 0; // stride == 0 indicates an unstructured buffer.
+ };
+ struct InputSamplerDesc
+ {
+ bool isCompareSampler = false;
+ };
+ class ShaderInputLayoutEntry
+ {
+ public:
+ ShaderInputType type;
+ Slang::List<unsigned int> bufferData;
+ InputTextureDesc textureDesc;
+ InputBufferDesc bufferDesc;
+ InputSamplerDesc samplerDesc;
+ bool isOutput = false;
+ int hlslBinding = -1;
+ int glslBinding = -1;
+ int glslLocation = -1;
+ };
+ class ShaderInputLayout
+ {
+ public:
+ Slang::List<ShaderInputLayoutEntry> entries;
+ int numRenderTargets = 1;
+ void Parse(const char * source);
+ };
+}
+
+#endif \ No newline at end of file