// hello.cpp // This file implements an extremely simple example of loading and // executing a Slang shader program. // // 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 // // 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 "slang-graphics/render.h" #include "slang-graphics/render-d3d11.h" #include "slang-graphics/window.h" using namespace slang_graphics; // 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. // ShaderProgram* loadShaderProgram(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 `hello.slang`. // There are also variations of this API for adding source code from application-provided buffers. spAddTranslationUnitSourceFile(slangRequest, translationUnitIndex, "hello.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 extract 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. // ShaderProgram::KernelDesc kernelDescs[] = { { StageType::Vertex, vertexCode, vertexCodeEnd }, { StageType::Fragment, fragmentCode, fragmentCodeEnd }, }; ShaderProgram::Desc programDesc; programDesc.pipelineType = PipelineType::Graphics; programDesc.kernels = &kernelDescs[0]; programDesc.kernelCount = 2; ShaderProgram* 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. // static int gWindowWidth = 1024; static int gWindowHeight = 768; // 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 } }, }; // 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. // ApplicationContext* gAppContext; Window* gWindow; Renderer* gRenderer; BufferResource* gConstantBuffer; InputLayout* gInputLayout; BufferResource* gVertexBuffer; ShaderProgram* gShaderProgram; BindingState* gBindingState; SlangResult 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; { const SlangResult res = gRenderer->initialize(rendererDesc, getPlatformWindowHandle(gWindow)); if (SLANG_FAILED(res)) return res; } // Create a constant buffer for passing the model-view-projection matrix. // // TODO: A future version of this example will show how to // use the Slang reflection API to query the required size // for the data in this constant buffer. // 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; // Input Assembler (IA) // Input Layout InputElementDesc inputElements[] = { { "POSITION", 0, Format::RGB_Float32, offsetof(Vertex, position) }, { "COLOR", 0, Format::RGB_Float32, offsetof(Vertex, color) }, }; gInputLayout = gRenderer->createInputLayout( &inputElements[0], 2); if (!gInputLayout) return SLANG_FAIL; // Vertex Buffer 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; // Shaders (VS, PS, ...) gShaderProgram = loadShaderProgram(gRenderer); if (!gShaderProgram) return SLANG_FAIL; // Resource binding state BindingState::Desc bindingStateDesc; bindingStateDesc.addBufferResource(gConstantBuffer, BindingState::RegisterRange::makeSingle(0)); gBindingState = gRenderer->createBindingState(bindingStateDesc); // 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; } void renderFrame() { // Clear our framebuffer (color target only) // 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); } // Input Assembler (IA) gRenderer->setInputLayout(gInputLayout); gRenderer->setPrimitiveTopology(PrimitiveTopology::TriangleList); UInt vertexStride = sizeof(Vertex); UInt vertexBufferOffset = 0; gRenderer->setVertexBuffers(0, 1, &gVertexBuffer, &vertexStride, &vertexBufferOffset); // Vertex Shader (VS) // Pixel Shader (PS) gRenderer->setShaderProgram(gShaderProgram); gRenderer->setBindingState(gBindingState); // gRenderer->draw(3); gRenderer->presentFrame(); } void finalize() { // TODO: Proper cleanup. } // 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) { if (SLANG_FAILED(initialize())) { return exitApplication(context, 1); } while (dispatchEvents(context)) { renderFrame(); } finalize(); } // This macro instantiates an appropriate main function to // invoke the `innerMain` above. // SG_UI_MAIN(innerMain)