// interface-shader-param3.slang // This test builds on `interface-shader-param3.slang` by putting // resources into the concrete types that satisfy interface-type // shader parameters. // //TEST(compute):COMPARE_COMPUTE_EX:-slang -compute //TEST(compute):COMPARE_COMPUTE_EX:-slang -compute -dx12 //TEST(compute, vulkan):COMPARE_COMPUTE_EX:-vk -compute // A lot of the setup is the same as for `interface-shader-param`, // so look there if you want the comments. interface IRandomNumberGenerator { [mutating] int randomInt(); } interface IRandomNumberGenerationStrategy { associatedtype Generator : IRandomNumberGenerator; Generator makeGenerator(int seed); } interface IModifier { int modify(int val); } int test( int seed, IRandomNumberGenerationStrategy inStrategy, IModifier modifier) { let strategy = inStrategy; var generator = strategy.makeGenerator(seed); let unused = generator.randomInt(); let val = generator.randomInt(); let modifiedVal = modifier.modify(val); return modifiedVal; } //TEST_INPUT:ubuffer(data=[0 0 0 0], stride=4):dxbinding(0),glbinding(0),out RWStructuredBuffer gOutputBuffer; ConstantBuffer gStrategy; // The concrete types we plug in for `gStrategy` and `modifier` // have buffer resources in them, so we need to assign them // data. The registers/bindings for these parameters will // always come after all other shader parameters in the same // scope (global or entry-point). // // Here's the data for `gStrategy`: // //TEST_INPUT: globalExistentialType MyStrategy //TEST_INPUT:ubuffer(data=[1 2 4 8], stride=4):dxbinding(1),glbinding(1) [numthreads(4, 1, 1)] void computeMain( // Similarly to the previous test, we are declaring two `uniform` // paameters on the entry point, where one will be plugged in // with a concrete type, and thus get laid out second. // uniform IModifier modifier, uniform int extra, // // The uniform/ordinary data for these two parameters will end // up in the constant buffers, so let's declare that. Unlike // the previous test, the concrete type plugged in for `modifier` // has no uniform/ordinary data, so we don't need to fill it in. // //TEST_INPUT:cbuffer(data=[256]):dxbinding(0),glbinding(2) uint3 dispatchThreadID : SV_DispatchThreadID) { let tid = dispatchThreadID.x; let inputVal : int = tid; let outputVal = test(inputVal, gStrategy, modifier) + extra*extra; gOutputBuffer[tid] = outputVal; } // Okay, now we get to the part that is unique starting // in this test: we add data to the concrete types // that we will use as parameters. struct MyStrategy : IRandomNumberGenerationStrategy { RWStructuredBuffer globalSeeds; struct Generator : IRandomNumberGenerator { int state; [mutating] int randomInt() { return state++; } } Generator makeGenerator(int seed) { Generator generator = { globalSeeds[seed] }; return generator; } } struct MyModifier : IModifier { RWStructuredBuffer localModifiers; int modify(int val) { return val ^ localModifiers[val & 3]; } } // Here's the data for `modifier`: // //TEST_INPUT: entryPointExistentialType MyModifier //TEST_INPUT:ubuffer(data=[16 32 64 128], stride=4):dxbinding(2),glbinding(3)