#include "core/slang-basic.h" #include "gfx-test-util.h" #include "slang-rhi.h" #include "slang-rhi/shader-cursor.h" #include "unit-test/slang-unit-test.h" using namespace rhi; namespace gfx_test { void existingDeviceHandleTestImpl(IDevice* device, UnitTestContext* context) { ComPtr shaderProgram; slang::ProgramLayout* slangReflection; GFX_CHECK_CALL_ABORT(loadComputeProgram( device, shaderProgram, "compute-trivial", "computeMain", slangReflection)); ComputePipelineDesc pipelineDesc = {}; pipelineDesc.program = shaderProgram.get(); ComPtr pipelineState; GFX_CHECK_CALL_ABORT(device->createComputePipeline(pipelineDesc, pipelineState.writeRef())); const int numberCount = 4; float initialData[] = {0.0f, 1.0f, 2.0f, 3.0f}; BufferDesc bufferDesc = {}; bufferDesc.size = numberCount * sizeof(float); bufferDesc.format = Format::Undefined; bufferDesc.elementSize = sizeof(float); bufferDesc.usage = BufferUsage::ShaderResource | BufferUsage::UnorderedAccess | BufferUsage::CopyDestination | BufferUsage::CopySource; bufferDesc.defaultState = ResourceState::UnorderedAccess; bufferDesc.memoryType = MemoryType::DeviceLocal; ComPtr numbersBuffer; GFX_CHECK_CALL_ABORT( device->createBuffer(bufferDesc, (void*)initialData, numbersBuffer.writeRef())); // We have done all the set up work, now it is time to start recording a command buffer for // GPU execution. { auto queue = device->getQueue(QueueType::Graphics); auto commandEncoder = queue->createCommandEncoder(); { auto encoder = commandEncoder->beginComputePass(); auto rootObject = encoder->bindPipeline(pipelineState); ShaderCursor rootCursor(rootObject); // Bind buffer directly to the root. rootCursor.getPath("buffer").setBinding(Binding(numbersBuffer)); encoder->dispatchCompute(1, 1, 1); encoder->end(); } auto commandBuffer = commandEncoder->finish(); queue->submit(commandBuffer); queue->waitOnHost(); } compareComputeResult(device, numbersBuffer, std::array{1.0f, 2.0f, 3.0f, 4.0f}); } void existingDeviceHandleTestAPI(UnitTestContext* context, DeviceType deviceType) { if (!deviceTypeInEnabledApis(deviceType, context->enabledApis)) { SLANG_IGNORE_TEST } Slang::ComPtr device; DeviceDesc deviceDesc = {}; deviceDesc.deviceType = deviceType; deviceDesc.slang.slangGlobalSession = context->slangGlobalSession; const char* searchPaths[] = {"", "../../tools/gfx-unit-test", "tools/gfx-unit-test"}; deviceDesc.slang.searchPathCount = (SlangInt)SLANG_COUNT_OF(searchPaths); deviceDesc.slang.searchPaths = searchPaths; auto createDeviceResult = getRHI()->createDevice(deviceDesc, device.writeRef()); if (SLANG_FAILED(createDeviceResult) || !device) { SLANG_IGNORE_TEST; } DeviceNativeHandles handles; GFX_CHECK_CALL_ABORT(device->getNativeDeviceHandles(&handles)); Slang::ComPtr testDevice; DeviceDesc testDeviceDesc = deviceDesc; testDeviceDesc.existingDeviceHandles.handles[0] = handles.handles[0]; if (deviceType == DeviceType::Vulkan) { testDeviceDesc.existingDeviceHandles.handles[1] = handles.handles[1]; testDeviceDesc.existingDeviceHandles.handles[2] = handles.handles[2]; } auto createTestDeviceResult = getRHI()->createDevice(testDeviceDesc, testDevice.writeRef()); if (SLANG_FAILED(createTestDeviceResult) || !testDevice) { SLANG_IGNORE_TEST; } existingDeviceHandleTestImpl(testDevice, context); } SLANG_UNIT_TEST(existingDeviceHandleD3D12) { return existingDeviceHandleTestAPI(unitTestContext, DeviceType::D3D12); } SLANG_UNIT_TEST(existingDeviceHandleVulkan) { return existingDeviceHandleTestAPI(unitTestContext, DeviceType::Vulkan); } #if SLANG_WIN64 SLANG_UNIT_TEST(existingDeviceHandleCUDA) { return existingDeviceHandleTestAPI(unitTestContext, DeviceType::CUDA); } #endif } // namespace gfx_test