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+// main.cpp
+
+// This file implements an extremely simple example of loading and
+// executing a Slang shader program. This is primarily an example
+// of how to use Slang as a "drop-in" replacement for an existing
+// HLSL compiler like the `D3DCompile` API. More advanced usage
+// of advanced Slang language and API features is left to the
+// next example.
+//
+// The comments in the file will attempt to explain concepts as
+// they are introduced.
+//
+// Of course, in order to use the Slang API, we need to include
+// its header. We have set up the build options for this project
+// so that it is as simple as:
+//
+#include <slang.h>
+//
+// Other build setups are possible, and Slang doesn't assume that
+// its include directory must be added to your global include
+// path.
+
+// For the purposes of keeping the demo code as simple as possible,
+// while still retaining some level of portability, our examples
+// make use of a small platform and graphics API abstraction layer,
+// which is included in the Slang source distribution under the
+// `tools/` directory.
+//
+// Applications can of course use Slang without ever touching this
+// abstraction layer, so we will not focus on it when explaining
+// examples, except in places where best practices for interacting
+// with Slang may depend on an application/engine making certain
+// design choices in their abstraction layer.
+//
+#include "gfx/render.h"
+#include "gfx/render-d3d11.h"
+#include "gfx/window.h"
+using namespace gfx;
+
+// For the purposes of a small example, we will define the vertex data for a
+// single triangle directly in the source file. It should be easy to extend
+// this example to load data from an external source, if desired.
+//
+struct Vertex
+{
+ float position[3];
+ float color[3];
+};
+
+static const int kVertexCount = 3;
+static const Vertex kVertexData[kVertexCount] =
+{
+ { { 0, 0, 0.5 }, { 1, 0, 0 } },
+ { { 0, 1, 0.5 }, { 0, 0, 1 } },
+ { { 1, 0, 0.5 }, { 0, 1, 0 } },
+};
+
+// The example application will be implemented as a `struct`, so that
+// we can scope the resources it allocates without using global variables.
+//
+struct HelloWorld
+{
+
+// We will start with a function that will invoke the Slang compiler
+// to generate target-specific code from a shader file, and then
+// use that to initialize an API shader program.
+//
+// Note that `Renderer` and `ShaderProgram` here are types from
+// the graphics API abstraction layer, and *not* part of the
+// Slang API. This function is representative of code that a user
+// might write to integrate Slang into their renderer/engine.
+//
+RefPtr<gfx::ShaderProgram> loadShaderProgram(gfx::Renderer* renderer)
+{
+ // First, we need to create a "session" for interacting with the Slang
+ // compiler. This scopes all of our application's interactions
+ // with the Slang library. At the moment, creating a session causes
+ // Slang to load and validate its standard library, so this is a
+ // somewhat heavy-weight operation. When possible, an application
+ // should try to re-use the same session across multiple compiles.
+ //
+ SlangSession* slangSession = spCreateSession(NULL);
+
+ // A compile request represents a single invocation of the compiler,
+ // to process some inputs and produce outputs (or errors).
+ //
+ SlangCompileRequest* slangRequest = spCreateCompileRequest(slangSession);
+
+ // We would like to request a single target (output) format: DirectX shader bytecode (DXBC)
+ int targetIndex = spAddCodeGenTarget(slangRequest, SLANG_DXBC);
+
+ // We will specify the desired "profile" for this one target in terms of the
+ // DirectX "shader model" that should be supported.
+ //
+ spSetTargetProfile(slangRequest, targetIndex, spFindProfile(slangSession, "sm_4_0"));
+
+ // A compile request can include one or more "translation units," which more or
+ // less amount to individual source files (think `.c` files, not the `.h` files they
+ // might include).
+ //
+ // For this example, our code will all be in the Slang language. The user may
+ // also specify HLSL input here, but that currently doesn't affect the compiler's
+ // behavior much.
+ //
+ int translationUnitIndex = spAddTranslationUnit(slangRequest, SLANG_SOURCE_LANGUAGE_SLANG, nullptr);
+
+ // We will load source code for our translation unit from the file `shaders.slang`.
+ // There are also variations of this API for adding source code from application-provided buffers.
+ //
+ spAddTranslationUnitSourceFile(slangRequest, translationUnitIndex, "shaders.slang");
+
+ // Next we will specify the entry points we'd like to compile.
+ // It is often convenient to put more than one entry point in the same file,
+ // and the Slang API makes it convenient to use a single run of the compiler
+ // to compile all entry points.
+ //
+ // For each entry point, we need to specify the name of a function, the
+ // translation unit in which that function can be found, and the stage
+ // that we need to compile for (e.g., vertex, fragment, geometry, ...).
+ //
+ char const* vertexEntryPointName = "vertexMain";
+ char const* fragmentEntryPointName = "fragmentMain";
+ int vertexIndex = spAddEntryPoint(slangRequest, translationUnitIndex, vertexEntryPointName, SLANG_STAGE_VERTEX);
+ int fragmentIndex = spAddEntryPoint(slangRequest, translationUnitIndex, fragmentEntryPointName, SLANG_STAGE_FRAGMENT);
+
+ // Once all of the input options for the compiler have been specified,
+ // we can invoke `spCompile` to run the compiler and see if any errors
+ // were detected.
+ //
+ const SlangResult compileRes = spCompile(slangRequest);
+
+ // Even if there were no errors that forced compilation to fail, the
+ // compiler may have produced "diagnostic" output such as warnings.
+ // We will go ahead and print that output here.
+ //
+ if(auto diagnostics = spGetDiagnosticOutput(slangRequest))
+ {
+ reportError("%s", diagnostics);
+ }
+
+ // If compilation failed, there is no point in continuing any further.
+ if(SLANG_FAILED(compileRes))
+ {
+ spDestroyCompileRequest(slangRequest);
+ spDestroySession(slangSession);
+ return nullptr;
+ }
+
+ // If compilation was successful, then we will extract the code for
+ // our two entry points as "blobs".
+ //
+ // If you are using a D3D API, then your application may want to
+ // take advantage of the fact taht these blobs are binary compatible
+ // with the `ID3DBlob`, `ID3D10Blob`, etc. interfaces.
+ //
+
+ ISlangBlob* vertexShaderBlob = nullptr;
+ spGetEntryPointCodeBlob(slangRequest, vertexIndex, 0, &vertexShaderBlob);
+
+ ISlangBlob* fragmentShaderBlob = nullptr;
+ spGetEntryPointCodeBlob(slangRequest, fragmentIndex, 0, &fragmentShaderBlob);
+
+ // We extract the begin/end pointers to the output code buffers
+ // using operations on the `ISlangBlob` interface.
+ //
+ char const* vertexCode = (char const*) vertexShaderBlob->getBufferPointer();
+ char const* vertexCodeEnd = vertexCode + vertexShaderBlob->getBufferSize();
+
+ char const* fragmentCode = (char const*) fragmentShaderBlob->getBufferPointer();
+ char const* fragmentCodeEnd = fragmentCode + fragmentShaderBlob->getBufferSize();
+
+ // Once we have extracted the output blobs, it is safe to destroy
+ // the compile request and even the session.
+ //
+ spDestroyCompileRequest(slangRequest);
+ spDestroySession(slangSession);
+
+ // Now we use the operations of the example graphics API abstraction
+ // layer to load shader code into the underlying API.
+ //
+ // Reminder: this section does not involve the Slang API at all.
+ //
+
+ gfx::ShaderProgram::KernelDesc kernelDescs[] =
+ {
+ { gfx::StageType::Vertex, vertexCode, vertexCodeEnd },
+ { gfx::StageType::Fragment, fragmentCode, fragmentCodeEnd },
+ };
+
+ gfx::ShaderProgram::Desc programDesc;
+ programDesc.pipelineType = gfx::PipelineType::Graphics;
+ programDesc.kernels = &kernelDescs[0];
+ programDesc.kernelCount = 2;
+
+ auto shaderProgram = renderer->createProgram(programDesc);
+
+ // Once we've used the output blobs from the Slang compiler to initialize
+ // the API-specific shader program, we can release their memory.
+ //
+ vertexShaderBlob->release();
+ fragmentShaderBlob->release();
+
+ return shaderProgram;
+}
+
+//
+// The above function shows the core of what is required to use the
+// Slang API as a simple compiler (e.g., a drop-in replacement for
+// fxc or dxc).
+//
+// The rest of this file implements an extremely simple rendering application
+// that will execute the vertex/fragment shaders loaded with the function
+// we have just defined.
+//
+
+// We will hard-code the size of our rendering window.
+//
+int gWindowWidth = 1024;
+int gWindowHeight = 768;
+
+// We will define global variables for the various platform and
+// graphics API objects that our application needs:
+//
+// As a reminder, *none* of these are Slang API objects. All
+// of them come from the utility library we are using to simplify
+// building an example program.
+//
+gfx::ApplicationContext* gAppContext;
+gfx::Window* gWindow;
+RefPtr<gfx::Renderer> gRenderer;
+RefPtr<gfx::BufferResource> gConstantBuffer;
+
+RefPtr<gfx::PipelineLayout> gPipelineLayout;
+RefPtr<gfx::PipelineState> gPipelineState;
+RefPtr<gfx::DescriptorSet> gDescriptorSet;
+
+RefPtr<gfx::BufferResource> gVertexBuffer;
+
+// Now that we've covered the function that actually loads and
+// compiles our Slang shade code, we can go through the rest
+// of the application code without as much commentary.
+//
+Result initialize()
+{
+ // Create a window for our application to render into.
+ //
+ WindowDesc windowDesc;
+ windowDesc.title = "Hello, World!";
+ windowDesc.width = gWindowWidth;
+ windowDesc.height = gWindowHeight;
+ gWindow = createWindow(windowDesc);
+
+ // Initialize the rendering layer.
+ //
+ // Note: for now we are hard-coding logic to use the
+ // Direct3D11 back-end for the graphics API abstraction.
+ // A future version of this example may support multiple
+ // platforms/APIs.
+ //
+ gRenderer = createD3D11Renderer();
+ Renderer::Desc rendererDesc;
+ rendererDesc.width = gWindowWidth;
+ rendererDesc.height = gWindowHeight;
+ {
+ Result res = gRenderer->initialize(rendererDesc, getPlatformWindowHandle(gWindow));
+ if(SLANG_FAILED(res)) return res;
+ }
+
+ // Create a constant buffer for passing the model-view-projection matrix.
+ //
+ // Note: the Slang API supports reflection which could be used
+ // to query the size of the `Uniform` constant buffer, but we
+ // will not deal with that here because Slang also supports
+ // applications that want to hard-code things like memory
+ // layout and parameter locations.
+ //
+ int constantBufferSize = 16 * sizeof(float);
+
+ BufferResource::Desc constantBufferDesc;
+ constantBufferDesc.init(constantBufferSize);
+ constantBufferDesc.setDefaults(Resource::Usage::ConstantBuffer);
+ constantBufferDesc.cpuAccessFlags = Resource::AccessFlag::Write;
+
+ gConstantBuffer = gRenderer->createBufferResource(
+ Resource::Usage::ConstantBuffer,
+ constantBufferDesc);
+ if(!gConstantBuffer) return SLANG_FAIL;
+
+ // Now we will create objects needed to configur the "input assembler"
+ // (IA) stage of the D3D pipeline.
+ //
+ // First, we create an input layout:
+ //
+ InputElementDesc inputElements[] = {
+ { "POSITION", 0, Format::RGB_Float32, offsetof(Vertex, position) },
+ { "COLOR", 0, Format::RGB_Float32, offsetof(Vertex, color) },
+ };
+ auto inputLayout = gRenderer->createInputLayout(
+ &inputElements[0],
+ 2);
+ if(!inputLayout) return SLANG_FAIL;
+
+ // Next we allocate a vertex buffer for our pre-initialized
+ // vertex data.
+ //
+ BufferResource::Desc vertexBufferDesc;
+ vertexBufferDesc.init(kVertexCount * sizeof(Vertex));
+ vertexBufferDesc.setDefaults(Resource::Usage::VertexBuffer);
+ gVertexBuffer = gRenderer->createBufferResource(
+ Resource::Usage::VertexBuffer,
+ vertexBufferDesc,
+ &kVertexData[0]);
+ if(!gVertexBuffer) return SLANG_FAIL;
+
+ // Now we will use our `loadShaderProgram` function to load
+ // the code from `shaders.slang` into the graphics API.
+ //
+ RefPtr<ShaderProgram> shaderProgram = loadShaderProgram(gRenderer);
+ if(!shaderProgram) return SLANG_FAIL;
+
+ // Our example graphics API usess a "modern" D3D12/Vulkan style
+ // of resource binding, so now we will dive into describing and
+ // allocating "descriptor sets."
+ //
+ // First, we need to construct a descriptor set *layout*.
+ //
+ DescriptorSetLayout::SlotRangeDesc slotRanges[] =
+ {
+ DescriptorSetLayout::SlotRangeDesc(DescriptorSlotType::UniformBuffer),
+ };
+ DescriptorSetLayout::Desc descriptorSetLayoutDesc;
+ descriptorSetLayoutDesc.slotRangeCount = 1;
+ descriptorSetLayoutDesc.slotRanges = &slotRanges[0];
+ auto descriptorSetLayout = gRenderer->createDescriptorSetLayout(descriptorSetLayoutDesc);
+ if(!descriptorSetLayout) return SLANG_FAIL;
+
+ // Next we will allocate a pipeline layout, which specifies
+ // that we will render with only a single descriptor set bound.
+ //
+
+ PipelineLayout::DescriptorSetDesc descriptorSets[] =
+ {
+ PipelineLayout::DescriptorSetDesc( descriptorSetLayout ),
+ };
+ PipelineLayout::Desc pipelineLayoutDesc;
+ pipelineLayoutDesc.renderTargetCount = 1;
+ pipelineLayoutDesc.descriptorSetCount = 1;
+ pipelineLayoutDesc.descriptorSets = &descriptorSets[0];
+ auto pipelineLayout = gRenderer->createPipelineLayout(pipelineLayoutDesc);
+ if(!pipelineLayout) return SLANG_FAIL;
+
+ gPipelineLayout = pipelineLayout;
+
+ // Once we have the descriptor set layout, we can allocate
+ // and fill in a descriptor set to hold our parameters.
+ //
+ auto descriptorSet = gRenderer->createDescriptorSet(descriptorSetLayout);
+ if(!descriptorSet) return SLANG_FAIL;
+
+ descriptorSet->setConstantBuffer(0, 0, gConstantBuffer);
+
+ gDescriptorSet = descriptorSet;
+
+ // Following the D3D12/Vulkan style of API, we need a pipeline state object
+ // (PSO) to encapsulate the configuration of the overall graphics pipeline.
+ //
+ GraphicsPipelineStateDesc desc;
+ desc.pipelineLayout = gPipelineLayout;
+ desc.inputLayout = inputLayout;
+ desc.program = shaderProgram;
+ desc.renderTargetCount = 1;
+ auto pipelineState = gRenderer->createGraphicsPipelineState(desc);
+ if(!pipelineState) return SLANG_FAIL;
+
+ gPipelineState = pipelineState;
+
+ // Once we've initialized all the graphics API objects,
+ // it is time to show our application window and start rendering.
+ //
+ showWindow(gWindow);
+
+ return SLANG_OK;
+}
+
+// With the initialization out of the way, we can now turn our attention
+// to the per-frame rendering logic. As with the initialization, there is
+// nothing really Slang-specific here, so the commentary doesn't need
+// to be very detailed.
+//
+void renderFrame()
+{
+ // We start by clearing our framebuffer, which only has a color target.
+ //
+ static const float kClearColor[] = { 0.25, 0.25, 0.25, 1.0 };
+ gRenderer->setClearColor(kClearColor);
+ gRenderer->clearFrame();
+
+ // We update our constant buffer per-frame, just for the purposes
+ // of the example, but we don't actually load different data
+ // per-frame (we always use an identity projection).
+ //
+ if(float* data = (float*) gRenderer->map(gConstantBuffer, MapFlavor::WriteDiscard))
+ {
+ static const float kIdentity[] =
+ {
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1 };
+ memcpy(data, kIdentity, sizeof(kIdentity));
+
+ gRenderer->unmap(gConstantBuffer);
+ }
+
+ // Now we configure our graphics pipeline state by setting the
+ // PSO, binding our descriptor set (which references the
+ // constant buffer that we wrote to above), and setting
+ // some additional bits of state, before drawing our triangle.
+ //
+ gRenderer->setPipelineState(PipelineType::Graphics, gPipelineState);
+ gRenderer->setDescriptorSet(PipelineType::Graphics, gPipelineLayout, 0, gDescriptorSet);
+
+ gRenderer->setVertexBuffer(0, gVertexBuffer, sizeof(Vertex));
+ gRenderer->setPrimitiveTopology(PrimitiveTopology::TriangleList);
+
+ gRenderer->draw(3);
+
+ // With that, we are done drawing for one frame, and ready for the next.
+ //
+ gRenderer->presentFrame();
+}
+
+void finalize()
+{
+ // All of our graphics API objects are reference-counted,
+ // so there isn't any additional cleanup work that needs
+ // to be done in this simple example.
+}
+
+};
+
+// This "inner" main function is used by the platform abstraction
+// layer to deal with differences in how an entry point needs
+// to be defined for different platforms.
+//
+void innerMain(ApplicationContext* context)
+{
+ // We construct an instance of our example application
+ // `struct` type, and then walk through the lifecyle
+ // of the application.
+
+ HelloWorld app;
+
+ if (SLANG_FAILED(app.initialize()))
+ {
+ return exitApplication(context, 1);
+ }
+
+ while(dispatchEvents(context))
+ {
+ app.renderFrame();
+ }
+
+ app.finalize();
+}
+
+// This macro instantiates an appropriate main function to
+// invoke the `innerMain` above.
+//
+GFX_UI_MAIN(innerMain)