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2022-02-09Various fixes to gfx. (#2120)Yong He
* Various fixes to gfx. * Fix. * Fixes. * Fix. Co-authored-by: Yong He <yhe@nvidia.com>
2022-02-09Added a simple test for getFormatSupportedResourceStates() (#2118)lucy96chen
* Checkpoint * Fixed problem with global variables in supported resource states test, test is functional for both Vulkan and D3D12 * Removed a comment * Added a loop over all existing formats * Rerun tests
2022-02-03Add gfx interop to allow more direct D3D12 usage scenarios. (#2117)Yong He
* Add gfx interop to allow more direct D3D12 usage scenarios. * Fix compile error in win32. * gfx: Implement IFence::getNativeHandle() on d3d12. * More GFX-D3D interop interface. * Fix cuda. Co-authored-by: Yong He <yhe@nvidia.com>
2022-02-03Added Vulkan implementation for createRayTracingPipelineState() (#2109)lucy96chen
* preliminary work on createRayTracingPipelineState for Vulkan * more stuff added to createRayTracingPipelineState * Finished filling in all necessary fields for createRayTracingPipelineState() for Vulkan Co-authored-by: Yong He <yonghe@outlook.com>
2022-02-03Added Vulkan implementation of getFormatSupportedResourceStates() (#2108)lucy96chen
* Prelim work on getFormatSupportedResourceStates * Mostly extended getFormatSupportedResourceStates to cover currently existing resource states, no testing included yet Co-authored-by: Theresa Foley <tfoleyNV@users.noreply.github.com>
2022-02-01GFX: Add API interception mechanism for pipeline creation. (#2115)Yong He
This allows the user application to intercept API calls to create pipeline states. This feature can be used to integrate NVAPI in the user application. Co-authored-by: Yong He <yhe@nvidia.com>
2022-01-27Set numerous fields in VKDevice::createGraphicsPipelineState using the ↵lucy96chen
information in GraphicsPipelineStateDesc (#2098) * Added some TODO comments * Replaced numerous hard-coded fields in createGraphicsPipelineState in render-vk.cpp with values pulled from the provided GraphicsPipelineStateDesc; Added missing fields and multiple comments for fields that do not have an equivalent in gfx or work differently between D3D12 and Vulkan * Reversed front facing enums * Added a case that handles blending not being enabled so the color write mask is still defined Co-authored-by: Theresa Foley <tfoleyNV@users.noreply.github.com>
2022-01-25gfx: Allow null entries in shader table. (#2096)Yong He
Co-authored-by: Yong He <yhe@nvidia.com>
2022-01-25Add implementations for resolveResource() to D3D12 and Vulkan backends (#2094)lucy96chen
* Added implementations for resolveResource to both D3D and Vulkan backends * Simple test for resolving a multisampled resource written and confirmed to run successfully for D3D12 * Fixed a bug preventing MSAA from working in Vulkan * Changed test format to RGBA32 Float (because swiftshader)
2022-01-21GFX: seperated ShaderTable. (#2090)Yong He
2022-01-19Vulkan implementations for copyTexture, copyTextureToBuffer, and ↵lucy96chen
textureSubresourceBarrier (#2080) * Added preliminary implementations for Vulkan's copyTexture, copyTextureToBuffer, and textureSubresourceBarrier * Simple copyTexture test working * Expanded test to use textureSubresourceBarrier() to change resource states before copying out to a buffer; Changed copyTextureToBuffer() to assert that only a single mip level is being copied; Test passes on Vulkan only * Fixed an incorrect loop condition in D3D12's textureSubresourceBarrier and changed the size of the results buffer to pre-account for padding; Test runs in D3D12 but does not pass * D3D12 test working, compareComputeResult for buffers now takes an offset into the results * Refactored texture copying tests * Second test written but does not copy correctly * Fixed texture creation in D3D12 to take into account the subresource index when copying texture data so it actually copies all slices instead of just the ones in the first array layer; Second test working on both D3D12 and Vulkan * Added a note for future tests to be added for texture copying; Fixed build errors in CUDA Co-authored-by: Yong He <yhe@nvidia.com> Co-authored-by: Theresa Foley <tfoleyNV@users.noreply.github.com>
2022-01-19More fixes to GFX d3d12. (#2084)Yong He
* Fixes to GFX. * Fix binding null resource views in d3d12. * Fix array render target view creation. * Add support for more primitive topologies. * More gfx fixes. * D3D12 feature report on conservative raster, programmable sample position, barycentrics and ROV. * Add QueryPool::reset. * Fix resource setDebugName. * Dynamically expanding GPU descriptor heap. * Render passes without render targets (null frame buffer). * Fix. Co-authored-by: Yong He <yhe@nvidia.com>
2022-01-19Fixes to GFX. (#2083)Yong He
* Fix binding null resource views in d3d12. * Fix array render target view creation. * Add support for more primitive topologies. Co-authored-by: Yong He <yhe@nvidia.com>
2022-01-14Various fixes to GFX, nested parameter block test for d3d12. (#2081)Yong He
* Various fixes. * Add nested parameter block test. * Remove slang-llvm licence info * Ingore slang-llvm/ directory. * Fixup. Co-authored-by: Yong He <yhe@nvidia.com>
2022-01-10Various fixes to gfx. (#2074)Yong He
* Various gfx fixes. * Fixup. Co-authored-by: Yong He <yhe@nvidia.com>
2022-01-10Draw call tests for Vulkan (#2073)lucy96chen
* Added instancing support to Vulkan, drawInstanced() test image is upside-down * Fixed inverted drawInstanced() test output by changing Vulkan viewport convention * Replaced vkCmdDraw with vkCmdDrawIndexed in all non-indirect indexed draws, drawIndexedIndirect test now working for Vulkan * Moved index and vertex buffer binding into setIndexBuffer and setVertexBuffers; Defaulted countBuffer to nullptr and countOffset to 0 and added a check for non-null countBuffer to drawIndirect and drawIndexedIndirect in Vulkan; All Vulkan draw tests working (but D3D12 tests broken) * Added support for drawInstanced and drawIndexedInstanced to D3D11 and added tests for both, however D3D11 tests are currently disabled due to readTextureResource assuming a fixed pixel size (among other possible problems); Fixed issues causing D3D12 tests to fail after major back-end fixes to get Vulkan up and running * Removed testing function for dumping images and some other commented out code * Removed some commented out code * Fix initializer list causing builds to fail (attempt 1) * Removed initializer list for VertexStreamDesc in createInputLayout() and fill in struct fields normally (build fix attempt 2) * Removed default values from VertexStreamDesc and changed all initializer lists to reflect this change * Moved applyBinding before setVertexBuffer in RenderTestApp::renderFrame() to ensure the pipeline has already been bound before vertex buffers are * Changed D3D11's readTextureResource to calculate pixel size using format-specific size information; Removed wrapper around D3D11 instanced and indexed instanced draw tests
2022-01-08Fix random d3d12 crash related to readTextureResource(). (#2075)Yong He
* Fix D3D12 random crash. * Trigger * Trigger * Trigger1 * Trigger2 * Trigger3 * Trigger4 * Trigger5 * Trigger6 * Trigger7 * Trigger8 * Trigger9 * Trigger10 Co-authored-by: Yong He <yhe@nvidia.com>
2022-01-06Fix cuda texture creation bug (#2076)Yong He
Co-authored-by: Yong He <yhe@nvidia.com>
2022-01-04gfx: Fix root shader object implementation in debug layer. (#2059)Yong He
* gfx: Fix root shader object implementation in debug layer. * Fix. Co-authored-by: Yong He <yhe@nvidia.com> Co-authored-by: Theresa Foley <tfoleyNV@users.noreply.github.com>
2022-01-04Buffer allocation backend. (#2045)ZanderMajercik
* removed initialization of upload resource for CPU visible buffers (D3D12, Vulkan) * reverted slang-gfx.h change * declared DescBase::hasCpuAccessFlag() const to make backend changes compile under gcc * commit before checking master branch * commit before merge * commit before checking master * commit before merging upstream * revert vulkan changes * commit before testing on master * commit before merge with master * reverted bad merge changes * reverted more bad merge changes in render-d3d12.cpp * reverted buffer transition in _uploadBufferData * implemented bufferBarrier() in render-d3d12.cpp * reverted uneccesary transition in createBuffer * create staging buffer even when AccessFlag::None passed to D3D11 createBufferResource * renamed AccessFlags to MemoryType Co-authored-by: Yong He <yonghe@outlook.com>
2021-12-16gfx: Add tests for instanced, indexed instanced, and indirect draw calls (#2060)lucy96chen
* Implemented instancing for the drawInstanced test and confirmed that test values taken at specific pixel location match expected values * Removed writeImage() helper function as this is for debugging only * Factored out shared test code and wrapped tests inside a base class with derived structs for each individual draw call variant; Added a test for indexed, instanced draws but test is currently not working correctly * Indexed instancing test finish and working; Further refactor to move code that fills the test result array and creates the vertex and color buffers to the base test class * Commented out image dump helper function at the top as it may still be needed for the remaining draw tests * Added a new struct derived from the base test class for testing indirect but non-indexed draws; Moved required command signatures for indirect draws into D3D12Device to ensure they continue to exist outside of their respective draw calls; Moved command signature creation into D3D12Device::initialize(); Small consistency cleanup changes * Added working indexed indirect draw call test * Moved expectedResult and compareComputeResult() call into getTestResults() and renamed to checkTestResults() * Rerun tests
2021-12-13Fixes to `uploadTextureData`. (#2058)Yong He
* Fixes to `uploadTextureData`. * Fix, Co-authored-by: Yong He <yhe@nvidia.com>
2021-12-13gfx: Implement `setSamplePositions`. (#2056)Yong He
* gfx: Implement remaining resource commands on D3D12. Includes: `textureBarrier`, `copyTexture`, `uploadTextureData`, `copyTextureToBuffer`, and `textureSubresourceBarrier`. * gfx: Implement `CurrentSize` query. * gfx: Implement `setSamplePositions`. Co-authored-by: Yong He <yhe@nvidia.com>
2021-12-13gfx: use uint32_t in draw calls and implement current size query. (#2055)Yong He
* gfx: Implement remaining resource commands on D3D12. Includes: `textureBarrier`, `copyTexture`, `uploadTextureData`, `copyTextureToBuffer`, and `textureSubresourceBarrier`. * gfx: Implement `CurrentSize` query. Co-authored-by: Yong He <yhe@nvidia.com>
2021-12-13gfx: Implement remaining resource commands on D3D12. (#2054)Yong He
Includes: `textureBarrier`, `copyTexture`, `uploadTextureData`, `copyTextureToBuffer`, and `textureSubresourceBarrier`. Co-authored-by: Yong He <yhe@nvidia.com>
2021-12-09Implement instanced and indirect draw calls (#2053)lucy96chen
* Added implementations of drawInstanced, drawIndexedInstanced, drawIndirect, and drawIndexedIndirect to both render-d3d12 and render-vk * drawInstanced test WIP * Draw calls implemented, working on debugging test * Added new test and accompanying shader file * Fixes. * Fixes. Co-authored-by: Yong He <yhe@nvidia.com> Co-authored-by: Yong He <yonghe@outlook.com>
2021-12-09Remove `PipelineType` from gfx header. (#2051)Yong He
Co-authored-by: Yong He <yhe@nvidia.com>
2021-12-09gfx: Implement `claerResourceView`. (#2052)Yong He
2021-12-08gfx Fence implementation improvements. (#2049)Yong He
2021-12-08D3D12 and Vulkan to CUDA Texture Sharing (#2038)lucy96chen
2021-12-07gfx: D3D12 and VK Fence implementation. (#2048)Yong He
* gfx: D3D12 and VK Fence implementation. * Fix. * Update project files. * Revert project file changes. * Remove project files Co-authored-by: Yong He <yhe@nvidia.com>
2021-12-06Fix shader-toy example. (#2047)Yong He
Co-authored-by: Yong He <yhe@nvidia.com>
2021-12-06gfx Mutable Root shader object implementation. (#2042)Yong He
* gfx Mutable Root shader object implementation. * Fix x86 build. Co-authored-by: Yong He <yhe@nvidia.com>
2021-11-22gfx: Add more fixed function states and instancing draw calls. (#2023)Yong He
* gfx: Add more fixed function states and instancing draw calls. * Fix clang error. * Fix clang. * Fixes. * Add `AccelerationStructureCurrentSize` enum. Co-authored-by: Yong He <yhe@nvidia.com>
2021-11-18gfx: add coverage for more resource commands. (#2020)Yong He
* gfx: specify SubresourceRange for resource view creation. * Add gfx method for `resolveResource`. * Fix compile error. * `copyTextureToBuffer` and `textureSubresourceBarrier`. * Fix vulkan bug. * Fix test cras;h. Co-authored-by: Yong He <yhe@nvidia.com>
2021-11-17gfx ShaderObject interface update, getTextureAllocationInfo() (#2019)Yong He
* gfx ShaderObject interface update, getTextureAllocationInfo() * Fix render-vk compiler warnings and errors. Co-authored-by: Yong He <yhe@nvidia.com>
2021-11-16gfx: setSamplePositions and clearResourceView. (#2018)Yong He
Co-authored-by: Yong He <yhe@nvidia.com>
2021-11-15Add BGRA8 Unorm SRGB to the list of supported formats (#2016)lucy96chen
Co-authored-by: Yong He <yonghe@outlook.com>
2021-11-15Update gfx interface. (#2015)Yong He
2021-11-12Add support for buffer sharing from Vulkan to CUDA (#2008)lucy96chen
* Added getSharedHandle() and additional code to handle shareable buffer creation to Buffer::init() and initVulkanInstanceAndDevice() for Vulkan; Modified createBufferFromSharedHandle() in CUDA to assign externalMemoryHandleDesc.type based on the type of handle being provided; Added an additional test case to get-shared-handle.cpp testing Vulkan to CUDA * Added createBufferFromNativeHandle() to Vulkan and enabled corresponding test * disable cuda * Fixed getSharedHandle() for D3D12 buffers assigning Win32 as the handle's source * Removed a dangling comment inside Buffer::init() * Added a missing override; Added code to check that a physical device supports the necessary external memory extensions before adding them to the deviceExtensions list; Added #if SLANG_WINDOWS_FAMILY guards around all Windows-specific code and sharedHandleVulkanToCUDA test (which uses said platform-specific code) * Added Windows check around vkGetMemoryWin32HandleKHR in vk-api.h * Added missing Windows check around BufferResourceImpl destructor * Added a temporary hack to ensure synchronization between devices, which solves an issue with buffer sharing resulting in incorrect values being read back; Added #if SLANG_WIN64 around all CUDA tests as the backend currently only supports running CUDA on 64-bit (despite devices being created successfully in a 32-bit config)
2021-11-09Allow buffers to be shared between D3D12 and CUDA (#2005)lucy96chen
* Added both the SharedHandle struct containing a handle and the API the handle originated from and the getSharedHandle() method to IResource, which returns a Windows system handle for the resource that can then be shared between multiple APIs (currently only fully implemented for D3D12); Added createTextureFromNativeHandle() and createBufferFromNativeHandle() to IDevice, which creates a buffer or texture resource using the provided handle (currently only fully implemented for D3D12); Added createBufferFromSharedHandle() to IDevice, which creates a BufferResource using the provided system handle (currently only fully implemented for the D3D12 to CUDA interface); Provided a proper implementation for CUDADevice::getNativeHandle(); Added several new tests testing the aforementioned implementations; Moved NativeHandle and getNativeHandle() for IBufferResource and ITextureResource up a layer into IResource and renamed to NativeResourceHandle; Modified NativeResourceHandle to be a struct containing the handle and the API it originated from and propagated these changes where appropriate * Combined all native and shared handle representations into a unified InteropHandle struct which tracks the handle's value and source API; Modified all getNativeHandle() and getSharedHandle() variants to operate on InteropHandle and modified all affected files * D3D12 buffers and textures are now responsible for closing their shared handles if they exist; Renamed IDevice::getNativeHandle() to getNativeDeviceHandles() * Fixed getNativeDeviceHandles() in render-cuda to match updated method elsewhere * Temporarily disabling existingDeviceHandleCUDA and sharedHandleD3D12ToCUDA due to currently unreproducable test failures on TC
2021-11-04Add interface for new gfx features. (#2003)Yong He
* Add interface for new gfx features. * Add cuda implementation. * Code review fixes. * Fix. Co-authored-by: Yong He <yhe@nvidia.com>
2021-10-29[gfx/d3d12] Add a constant for microsoft vendor ID. (#1998)Yong He
2021-10-29Use detected shader model in gfx/d3d12. (#1996)Yong He
* Use detected shader model in gfx/d3d12. * Enable all d3d12 tests on Github. * Improve d3d12 software device detection. * Disable d3d12 tests on github for now. Co-authored-by: Yong He <yhe@nvidia.com>
2021-10-26Expanded gfx::Format to include additional formats (#1982)lucy96chen
* Format list updated with additional formats supported by both D3D and Vulkan; D3DUtil::getMapFormat() and VkUtil::getVkFormat() updated to include additional formats; GFX_FORMAT() updated with all additional formats (BC compression unfinished) * Finished updating GFX_FORMAT with newly added formats and sizes; Pixel size is now tracked using the FormatPixelSize struct containing the values for bytes per block and pixels per block to accomodate BC formats; Updated gfxGetFormatSize and associated sub-calls to return FormatPixelSize instead of uint8_t; Most calls to gfxGetFormatSize() updated to reflect changes, a couple calls still unupdated * Changes to accommodate new formats finished, debugging slang-literal unit test * First format unit test working * One test added for BC1Unorm and RGBA8Unorm_SRGB, both passing * Refactored format testing code to merge BC1Unorm and RGBA8Unorm SRGB into a single file * All unit tests added for BC and Srgb formats * Most tests added and working; Added five additional formats (still need tests) and made the appropriate changes to support these; createTextureView() modified for D3D11, D3D12, and Vulkan to take into account the format specified in the texture view desc when the texture's format is typeless * Format enums renamed to more closely match their D3D counterparts; Added a universal float and uint buffer and buffer view for use across all Format tests * Remaining tests added; D3D12 tests pass, but Vulkan crashes in BC1_UNORM and D3D11 spits out a bunch of D3D11 Errors (but supposedly passes) * re-run premake * Added Sint versions of test shaders; Vulkan and D3D11 tests also pass * Size struct for format unit tests no longer use initializer lists * Fixed a Size struct missed in the previous pass * Fixed minor bugs causing tests to fail * Added documentation detailing all currently unsupported formats * Skip tests causing unsupported format warnings due to swiftshader * updated several test using old Format enum names * Revert change to compareComputeResult() that was added for debugging purposes * DEBUGGING: Added prints to identify which formats are failing on CI * Reverted attempted debugging changes; Fixed texture2d-gather.hlsl to use updated Format enums * Fixed incorrect array sizes in d3d11 _initSrvDesc() * Commented out further tests that produce unexpected results when tested for Vulkan with swiftshader * Revert "Merge branch 'expanded-format-support' of https://github.com/lucy96chen/slang into expanded-format-support" This reverts commit 20008f0d3ecc3b1405ecac8c138edaa3cd37ed6b, reversing changes made to 6081e95827315fee50e18409394d5abd62fac787. * Added a fuzzy comparison function for use with floats * submodule update * Revert messed up changes caused by previous revert after automatically merging on github
2021-10-21Diagnostic for no type conformance + bug fix. (#1985)Yong He
* Diagnostic for no type conformance + bug fix. * Fixes. * Fix. * Include heterogeneous example only with --enable-experimental-projects premake flag Co-authored-by: Yong He <yhe@nvidia.com> Co-authored-by: jsmall-nvidia <jsmall@nvidia.com>
2021-10-20Re-enable swiftshader. (#1984)Yong He
Ignore some gfx unit tests when using swiftshader. Co-authored-by: Yong He <yhe@nvidia.com>
2021-10-18GFX: implement mutable shader objects. (#1963)Yong He
* GFX: implement mutable shader objects. * Revert unnecessary changes * Revert more changes. * Fix clang errors. * Fix clang/gcc errors. * Fix clang errors. * Remove CPU test. * Fix after merge. * Fix after merge. * Remove gl test * Code review fixes. * Fixing all vk validation errors. * Flush test output more often. * Fix a crash in `specializeDynamicAssociatedTypeLookup`. * temporarily disable std-lib-serialize test to see what happens * Fix crashes. * Make sure cpu gfx unit tests are properly disabled on TeamCity. * Disable cpu test. * Fix. * Fix cuda. * Disable nv-ray-tracing-motion-blur Co-authored-by: Yong He <yhe@nvidia.com>
2021-10-09Disable swiftshader temporarily (#1971)jsmall-nvidia
* #include an absolute path didn't work - because paths were taken to always be relative. * Temporarily disable swiftshader.
2021-10-04Modified barrier API to accept multiple resources per call (#1959)Kai Yao
Co-authored-by: Yong He <yonghe@outlook.com>