From 31bb5eaa094821145fe235f9a13817b0b3b2bdee Mon Sep 17 00:00:00 2001 From: Theresa Foley <10618364+tangent-vector@users.noreply.github.com> Date: Mon, 27 Jan 2025 18:31:04 -0800 Subject: Add an example for reflection of parameter blocks (#6161) * Add an example for reflection of parameter blocks The example loads a shader program, compiles it for Vulkan, and then uses reflection information to set up descriptor set layouts and a pipeline layout. It then validates that the pipeline layout that is created is compatible with the compiled code, by using them together to make a pipeline state object with the validation layer enabled. The basic flow of the application follows the presentation in the companion article, and references its sections. This is example could be expanded in a few ways: * A D3D12 path could be added, to show the comparable operations for creating a root signature from reflection data * The existing shader could be modified to touch/use more of its parameter data, to help ensure that any errors would be caught by the validation layer * The set of shader files/modules that get loaded automatically could be expanded, to test more cases * The code could be expanded to handle more than just compute shaders, by allowing for multiple-entry-point files to be loaded for rasterization or ray-tracing pipelines * format code * fixup: build errors * format code * fixups for build * fixup * fixup --------- Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com> Co-authored-by: Yong He --- examples/reflection-parameter-blocks/common.slang | 113 ++++++++++++++++++++++ 1 file changed, 113 insertions(+) create mode 100644 examples/reflection-parameter-blocks/common.slang (limited to 'examples/reflection-parameter-blocks/common.slang') diff --git a/examples/reflection-parameter-blocks/common.slang b/examples/reflection-parameter-blocks/common.slang new file mode 100644 index 000000000..d8f812246 --- /dev/null +++ b/examples/reflection-parameter-blocks/common.slang @@ -0,0 +1,113 @@ +// shader.slang + +// This module is part of the `reflection-parameter-blocks` +// example program. +// +// This module is split out from the files that define +// individual programs, so that we can share some type +// definitions and utility functions between all of +// the programs and keep them focused on just defining +// the shader entry points. + +struct Mesh +{ + float4x4 modelToWorld; + float4x4 modelToWorld_inverseTranspose; +} + +struct Material +{ + Texture2D albedoMap; + Texture2D glossMap; + Texture2D normalMap; + SamplerState sampler; +} + +interface ILight +{ +} + +struct DirectionalLight : ILight +{ + float3 dir; + float3 intensity; +} + +struct ShadowedLight : ILight +{ + L light; + Texture2D shadowMap; + SamplerComparisonState shadowSampler; + float4x4 worldToShadow; +} + +struct EnvironmentMap +{ + TextureCube texture; + SamplerState sampler; +} + +struct Environment +{ + ShadowedLight sunLight; + EnvironmentMap envMap; + RWStructuredBuffer output; +} + +struct View +{ + float4x4 worldToView; + float4x4 viewToProj; +} + +// While the Slang compilation library will *reflect* all of +// the shader parameters that a program declares, +// back-ends (such as the SPIR-V code generator) will often +// strip out parameters that are not used as part of the +// computation that a shader performs. +// +// When shader parameters are stripped from the output +// binary code, the runtime system for a particular API +// (e.g., the Vulkan validation layer) cannot check +// whether a program is correctly handling the binding +// of those parameters. +// +// Our example entry points will thus make use of some +// utility routines that serve the purpose of allowing +// us to ensure that specific parameters are seen as +// "used" during code generation. + +void use(inout float4 r, float4 v) { r += v; } +void use(inout float4 r, float3 v) { r.xyz += v; } + +void use(inout float4 r, Texture2D t, SamplerState s) +{ + use(r, t.SampleLevel(s, r.xy, 0)); +} + +void use(inout float4 r, RWStructuredBuffer b) +{ + use(r, b[int(r.x)]); + b[int(r.x)] = r; +} + +void use(inout float4 r, Environment e) +{ + use(r, e.sunLight.light.dir); + use(r, e.output); +} + +void use(inout float4 r, View v) +{ + use(r, v.worldToView[0]); +} + +void use(inout float4 r, Material m) +{ + use(r, m.normalMap, m.sampler); +} + +void use(inout float4 r, Mesh m) +{ + use(r, m.modelToWorld[0]); +} -- cgit v1.2.3