#include "core/slang-basic.h" #include "core/slang-blob.h" #include "gfx-test-util.h" #include "gfx-util/shader-cursor.h" #include "slang-gfx.h" #include "unit-test/slang-unit-test.h" using namespace gfx; namespace gfx_test { static Slang::Result loadProgram( gfx::IDevice* device, Slang::ComPtr& outShaderProgram, const char* shaderModuleName, const char* entryPointName, slang::ProgramLayout*& slangReflection, const char* additionalModuleSource) { Slang::ComPtr slangSession; SLANG_RETURN_ON_FAIL(device->getSlangSession(slangSession.writeRef())); Slang::ComPtr diagnosticsBlob; slang::IModule* module = slangSession->loadModule(shaderModuleName, diagnosticsBlob.writeRef()); diagnoseIfNeeded(diagnosticsBlob); if (!module) return SLANG_FAIL; auto additionalModuleBlob = Slang::UnownedRawBlob::create(additionalModuleSource, strlen(additionalModuleSource)); slang::IModule* additionalModule = slangSession->loadModuleFromSource("linkedConstants", "path", additionalModuleBlob); ComPtr computeEntryPoint; SLANG_RETURN_ON_FAIL( module->findEntryPointByName(entryPointName, computeEntryPoint.writeRef())); Slang::List componentTypes; componentTypes.add(module); componentTypes.add(computeEntryPoint); componentTypes.add(additionalModule); Slang::ComPtr composedProgram; SlangResult result = slangSession->createCompositeComponentType( componentTypes.getBuffer(), componentTypes.getCount(), composedProgram.writeRef(), diagnosticsBlob.writeRef()); diagnoseIfNeeded(diagnosticsBlob); SLANG_RETURN_ON_FAIL(result); ComPtr linkedProgram; result = composedProgram->link(linkedProgram.writeRef(), diagnosticsBlob.writeRef()); diagnoseIfNeeded(diagnosticsBlob); SLANG_RETURN_ON_FAIL(result); composedProgram = linkedProgram; slangReflection = composedProgram->getLayout(); gfx::IShaderProgram::Desc programDesc = {}; programDesc.slangGlobalScope = composedProgram.get(); auto shaderProgram = device->createProgram(programDesc); outShaderProgram = shaderProgram; return SLANG_OK; } void linkTimeConstantTestImpl(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(loadProgram( device, shaderProgram, "link-time-constant", "computeMain", slangReflection, R"( export static const bool turnOnFeature = true; export static const float constValue = 2.0; export static const uint numthread = 2; export static const int arraySize = 4; )")); SlangUInt threadGroupSizes[3]; slangReflection->findEntryPointByName("computeMain") ->getComputeThreadGroupSize(3, threadGroupSizes); SLANG_CHECK(threadGroupSizes[0] == 2 && threadGroupSizes[1] == 1 && threadGroupSizes[2] == 1); 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, 0.0f, 0.0f, 0.0f}; 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); 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); encoder->dispatchCompute(1, 1, 1); encoder->endEncoding(); commandBuffer->close(); queue->executeCommandBuffer(commandBuffer); queue->waitOnHost(); } compareComputeResult(device, numbersBuffer, Slang::makeArray(2.0)); } SLANG_UNIT_TEST(linkTimeConstantD3D12) { runTestImpl(linkTimeConstantTestImpl, unitTestContext, Slang::RenderApiFlag::D3D12); } SLANG_UNIT_TEST(linkTimeConstantVulkan) { runTestImpl(linkTimeConstantTestImpl, unitTestContext, Slang::RenderApiFlag::Vulkan); } } // namespace gfx_test