// 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 "core/slang-basic.h" #include "examples/example-base/example-base.h" #include "gfx-util/shader-cursor.h" #include "platform/window.h" #include "slang-com-ptr.h" #include "slang-gfx.h" using namespace gfx; using namespace Slang; static const ExampleResources resourceBase("triangle"); // 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 : public WindowedAppBase { // Many Slang API functions return detailed diagnostic information // (error messages, warnings, etc.) as a "blob" of data, or return // a null blob pointer instead if there were no issues. // // For convenience, we define a subroutine that will dump the information // in a diagnostic blob if one is produced, and skip it otherwise. // void diagnoseIfNeeded(slang::IBlob* diagnosticsBlob) { if (diagnosticsBlob != nullptr) { printf("%s", (const char*)diagnosticsBlob->getBufferPointer()); } } // The main task an application cares about is compiling shader code // from souce (if needed) and loading it through the chosen graphics API. // // In addition, an application may want to receive reflection information // about the program, which is what a `slang::ProgramLayout` provides. // gfx::Result loadShaderProgram(gfx::IDevice* device, gfx::IShaderProgram** outProgram) { // We need to obatin a compilation session (`slang::ISession`) that will provide // a scope to all the compilation and loading of code we do. // // Our example application uses the `gfx` graphics API abstraction layer, which already // creates a Slang compilation session for us, so we just grab and use it here. ComPtr slangSession; slangSession = device->getSlangSession(); // We can now start loading code into the slang session. // // The simplest way to load code is by calling `loadModule` with the name of a Slang // module. A call to `loadModule("MyStuff")` will behave more or less as if you // wrote: // // import MyStuff; // // In a Slang shader file. The compiler will use its search paths to try to locate // `MyModule.slang`, then compile and load that file. If a matching module had // already been loaded previously, that would be used directly. // ComPtr diagnosticsBlob; Slang::String path = resourceBase.resolveResource("shaders.slang"); slang::IModule* module = slangSession->loadModule(path.getBuffer(), diagnosticsBlob.writeRef()); diagnoseIfNeeded(diagnosticsBlob); if (!module) return SLANG_FAIL; // Loading the `shaders` module will compile and check all the shader code in it, // including the shader entry points we want to use. Now that the module is loaded // we can look up those entry points by name. // // Note: If you are using this `loadModule` approach to load your shader code it is // important to tag your entry point functions with the `[shader("...")]` attribute // (e.g., `[shader("vertex")] void vertexMain(...)`). Without that information there // is no umambiguous way for the compiler to know which functions represent entry // points when it parses your code via `loadModule()`. // ComPtr vertexEntryPoint; SLANG_RETURN_ON_FAIL( module->findEntryPointByName("vertexMain", vertexEntryPoint.writeRef())); // ComPtr fragmentEntryPoint; SLANG_RETURN_ON_FAIL( module->findEntryPointByName("fragmentMain", fragmentEntryPoint.writeRef())); // At this point we have a few different Slang API objects that represent // pieces of our code: `module`, `vertexEntryPoint`, and `fragmentEntryPoint`. // // A single Slang module could contain many different entry points (e.g., // four vertex entry points, three fragment entry points, and two compute // shaders), and before we try to generate output code for our target API // we need to identify which entry points we plan to use together. // // Modules and entry points are both examples of *component types* in the // Slang API. The API also provides a way to build a *composite* out of // other pieces, and that is what we are going to do with our module // and entry points. // Slang::List componentTypes; componentTypes.add(module); // Later on when we go to extract compiled kernel code for our vertex // and fragment shaders, we will need to make use of their order within // the composition, so we will record the relative ordering of the entry // points here as we add them. int entryPointCount = 0; int vertexEntryPointIndex = entryPointCount++; componentTypes.add(vertexEntryPoint); int fragmentEntryPointIndex = entryPointCount++; componentTypes.add(fragmentEntryPoint); // Actually creating the composite component type is a single operation // on the Slang session, but the operation could potentially fail if // something about the composite was invalid (e.g., you are trying to // combine multiple copies of the same module), so we need to deal // with the possibility of diagnostic output. // ComPtr linkedProgram; SlangResult result = slangSession->createCompositeComponentType( componentTypes.getBuffer(), componentTypes.getCount(), linkedProgram.writeRef(), diagnosticsBlob.writeRef()); diagnoseIfNeeded(diagnosticsBlob); SLANG_RETURN_ON_FAIL(result); // Once we've described the particular composition of entry points // that we want to compile, we defer to the graphics API layer // to extract compiled kernel code and load it into the API-specific // program representation. // gfx::IShaderProgram::Desc programDesc = {}; programDesc.slangGlobalScope = linkedProgram; SLANG_RETURN_ON_FAIL(device->createProgram(programDesc, outProgram)); if (isTestMode()) { printEntrypointHashes(entryPointCount, 1, linkedProgram); } return SLANG_OK; } // // 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 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. // ComPtr gPipelineState; ComPtr 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. // Slang::Result initialize() { // Create a window for our application to render into. // SLANG_RETURN_ON_FAIL(initializeBase("hello-world", 1024, 768)); // 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::R32G32B32_FLOAT, offsetof(Vertex, position)}, {"COLOR", 0, Format::R32G32B32_FLOAT, offsetof(Vertex, color)}, }; auto inputLayout = gDevice->createInputLayout(sizeof(Vertex), &inputElements[0], 2); if (!inputLayout) return SLANG_FAIL; // Next we allocate a vertex buffer for our pre-initialized // vertex data. // IBufferResource::Desc vertexBufferDesc; vertexBufferDesc.type = IResource::Type::Buffer; vertexBufferDesc.sizeInBytes = kVertexCount * sizeof(Vertex); vertexBufferDesc.defaultState = ResourceState::VertexBuffer; gVertexBuffer = gDevice->createBufferResource(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. // ComPtr shaderProgram; SLANG_RETURN_ON_FAIL(loadShaderProgram(gDevice, shaderProgram.writeRef())); // 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.inputLayout = inputLayout; desc.program = shaderProgram; desc.framebufferLayout = gFramebufferLayout; auto pipelineState = gDevice->createGraphicsPipelineState(desc); if (!pipelineState) return SLANG_FAIL; gPipelineState = pipelineState; 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. // virtual void renderFrame(int frameBufferIndex) override { ComPtr commandBuffer = gTransientHeaps[frameBufferIndex]->createCommandBuffer(); auto renderEncoder = commandBuffer->encodeRenderCommands(gRenderPass, gFramebuffers[frameBufferIndex]); gfx::Viewport viewport = {}; viewport.maxZ = 1.0f; viewport.extentX = (float)windowWidth; viewport.extentY = (float)windowHeight; renderEncoder->setViewportAndScissor(viewport); // In order to bind shader parameters to the pipeline, we need // to know how those parameters were assigned to locations/bindings/registers // for the target graphics API. // // The Slang compiler assigns locations to parameters in a deterministic // fashion, so it is possible for a programmer to hard-code locations // into their application code that will match up with their shaders. // // Hard-coding of locations can become intractable as an application needs // to support more different target platforms and graphics APIs, as well // as more shaders with different specialized variants. // // Rather than rely on hard-coded locations, our examples will make use of // reflection information provided by the Slang compiler (see `programLayout` // above), and our example graphics API layer will translate that reflection // information into a layout for a "root shader object." // // The root object will store values/bindings for all of the parameters in // the `IShaderProgram` used to create the pipeline state. At a conceptual // level we can think of `rootObject` as representing the "global scope" of // the shader program that was loaded; it has entries for each global shader // parameter that was declared. // // Readers who are familiar with D3D12 or Vulkan might think of this root // layout as being similar in spirit to a "root signature" or "pipeline layout." // // We start parameter binding by binding the pipeline state in command encoder. // This method will return a transient root shader object for us to write our // shader parameters into. // auto rootObject = renderEncoder->bindPipeline(gPipelineState); // We will update the model-view-projection matrix that is passed // into the shader code via the `Uniforms` buffer on a per-frame // basis, even though the data that is loaded does not change // per-frame (we always use an identity matrix). // auto deviceInfo = gDevice->getDeviceInfo(); // We know that `rootObject` is a root shader object created // from our program, and that it is set up to hold values for // all the parameter of that program. In order to actually // set values, we need to be able to look up the location // of speciic parameter that we want to set. // // Our example graphics API layer supports this operation // with the idea of a *shader cursor* which can be thought // of as pointing "into" a particular shader object at // some location/offset. This design choice abstracts over // the many ways that different platforms and APIs represent // the necessary offset information. // // We construct an initial shader cursor that points at the // entire shader program. You can think of this as akin to // a diretory path of `/` for the root directory in a file // system. // ShaderCursor rootCursor(rootObject); // // Next, we use a convenience overload of `operator[]` to // navigate from the root cursor down to the parameter we // want to set. // // The operation `rootCursor["Uniforms"]` looks up the // offset/location of the global shader parameter `Uniforms` // (which is a uniform/constant buffer), and the subsequent // `["modelViewProjection"]` step navigates from there down // to the member named `modelViewProjection` in that buffer. // // Once we have formed a cursor that "points" at the // model-view projection matrix, we can set its data directly. // rootCursor["Uniforms"]["modelViewProjection"].setData( deviceInfo.identityProjectionMatrix, sizeof(float) * 16); // // Some readers might be concerned about the performance o // the above operations because of the use of strings. For // those readers, here are two things to note: // // * While these `operator[]` steps do need to perform string // comparisons, they do *not* make copies of the strings or // perform any heap allocation. // // * There are other overloads of `operator[]` that use the // *index* of a parameter/field instead of its name, and those // operations have fixed/constant overhead and perform no // string comparisons. The indices used are independent of // the target platform and graphics API, and can thus be // hard-coded even in cross-platform code. // // We also need to set up a few pieces of fixed-function pipeline // state that are not bound by the pipeline state above. // renderEncoder->setVertexBuffer(0, gVertexBuffer); renderEncoder->setPrimitiveTopology(PrimitiveTopology::TriangleList); // Finally, we are ready to issue a draw call for a single triangle. // renderEncoder->draw(3); renderEncoder->endEncoding(); commandBuffer->close(); gQueue->executeCommandBuffer(commandBuffer); if (!isTestMode()) { // With that, we are done drawing for one frame, and ready for the next. // gSwapchain->present(); } } }; // This macro instantiates an appropriate main function to // run the application defined above. PLATFORM_UI_MAIN(innerMain)