#include "tools/unit-test/slang-unit-test.h" #include "slang-gfx.h" #include "gfx-test-util.h" #include "tools/gfx-util/shader-cursor.h" #include "source/core/slang-basic.h" using namespace gfx; namespace gfx_test { void computeSmokeTestImpl(IDevice* device, UnitTestContext* context) { Slang::ComPtr transientHeap; ITransientResourceHeap::Desc transientHeapDesc = {}; transientHeapDesc.constantBufferSize = 4096; GFX_CHECK_CALL_ABORT( device->createTransientResourceHeap(transientHeapDesc, transientHeap.writeRef())); ComPtr shaderProgram; slang::ProgramLayout* slangReflection; GFX_CHECK_CALL_ABORT(loadComputeProgram(device, shaderProgram, "compute-smoke", "computeMain", slangReflection)); ComputePipelineStateDesc pipelineDesc = {}; pipelineDesc.program = shaderProgram.get(); ComPtr pipelineState; GFX_CHECK_CALL_ABORT( device->createComputePipelineState(pipelineDesc, pipelineState.writeRef())); const int numberCount = 4; float initialData[] = { 0.0f, 1.0f, 2.0f, 3.0f }; IBufferResource::Desc bufferDesc = {}; bufferDesc.sizeInBytes = numberCount * sizeof(float); bufferDesc.format = gfx::Format::Unknown; bufferDesc.elementSize = sizeof(float); bufferDesc.allowedStates = ResourceStateSet( ResourceState::ShaderResource, ResourceState::UnorderedAccess, ResourceState::CopyDestination, ResourceState::CopySource); bufferDesc.defaultState = ResourceState::UnorderedAccess; bufferDesc.memoryType = MemoryType::DeviceLocal; ComPtr numbersBuffer; GFX_CHECK_CALL_ABORT(device->createBufferResource( bufferDesc, (void*)initialData, numbersBuffer.writeRef())); ComPtr bufferView; IResourceView::Desc viewDesc = {}; viewDesc.type = IResourceView::Type::UnorderedAccess; viewDesc.format = Format::Unknown; GFX_CHECK_CALL_ABORT( device->createBufferView(numbersBuffer, nullptr, viewDesc, bufferView.writeRef())); // We have done all the set up work, now it is time to start recording a command buffer for // GPU execution. { ICommandQueue::Desc queueDesc = { ICommandQueue::QueueType::Graphics }; auto queue = device->createCommandQueue(queueDesc); auto commandBuffer = transientHeap->createCommandBuffer(); auto encoder = commandBuffer->encodeComputeCommands(); auto rootObject = encoder->bindPipeline(pipelineState); slang::TypeReflection* addTransformerType = slangReflection->findTypeByName("AddTransformer"); // Now we can use this type to create a shader object that can be bound to the root object. ComPtr transformer; GFX_CHECK_CALL_ABORT(device->createShaderObject( addTransformerType, ShaderObjectContainerType::None, transformer.writeRef())); // Set the `c` field of the `AddTransformer`. float c = 1.0f; ShaderCursor(transformer).getPath("c").setData(&c, sizeof(float)); ShaderCursor entryPointCursor( rootObject->getEntryPoint(0)); // get a cursor the the first entry-point. // Bind buffer view to the entry point. entryPointCursor.getPath("buffer").setResource(bufferView); // Bind the previously created transformer object to root object. entryPointCursor.getPath("transformer").setObject(transformer); encoder->dispatchCompute(1, 1, 1); encoder->endEncoding(); commandBuffer->close(); queue->executeCommandBuffer(commandBuffer); queue->waitOnHost(); } compareComputeResult( device, numbersBuffer, Slang::makeArray(11.0f, 12.0f, 13.0f, 14.0f)); } SLANG_UNIT_TEST(computeSmokeD3D12) { runTestImpl(computeSmokeTestImpl, unitTestContext, Slang::RenderApiFlag::D3D12); } SLANG_UNIT_TEST(computeSmokeD3D11) { runTestImpl(computeSmokeTestImpl, unitTestContext, Slang::RenderApiFlag::D3D11); } SLANG_UNIT_TEST(computeSmokeVulkan) { runTestImpl(computeSmokeTestImpl, unitTestContext, Slang::RenderApiFlag::Vulkan); } }