#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 { // In this test, // we will run a compute shader that compiles to HLSL with a reference to the macro // "DOWNSTREAM_VALUE" that will be provided to dxc through slang's link-time compiler options. The // test verifies that `IComponentType2::linkWithOptions()` is able to produce a linked // IComponentType with additional compiler options. Here we will specify a DownstreamArg compiler // option to define the value of DOWNSTREAM_VALUE when running dxc. // static Slang::Result loadProgram( gfx::IDevice* device, Slang::ComPtr& outShaderProgram, const char* shaderModuleName, const char* entryPointName, slang::ProgramLayout*& slangReflection) { 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; ComPtr computeEntryPoint; SLANG_RETURN_ON_FAIL( module->findEntryPointByName(entryPointName, computeEntryPoint.writeRef())); Slang::List componentTypes; componentTypes.add(module); componentTypes.add(computeEntryPoint); Slang::ComPtr composedProgram; SlangResult result = slangSession->createCompositeComponentType( componentTypes.getBuffer(), componentTypes.getCount(), composedProgram.writeRef(), diagnosticsBlob.writeRef()); diagnoseIfNeeded(diagnosticsBlob); SLANG_RETURN_ON_FAIL(result); ComPtr linkedProgram; slang::CompilerOptionEntry entry; entry.name = slang::CompilerOptionName::DownstreamArgs; entry.value.kind = slang::CompilerOptionValueKind::String; entry.value.stringValue0 = "dxc"; entry.value.stringValue1 = "-DDOWNSTREAM_VALUE=4.0"; result = composedProgram ->linkWithOptions(linkedProgram.writeRef(), 1, &entry, 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 linkTimeOptionTestImpl(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-options", "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, 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(4.0)); } SLANG_UNIT_TEST(linkTimeOptionD3D12) { runTestImpl(linkTimeOptionTestImpl, unitTestContext, Slang::RenderApiFlag::D3D12); } } // namespace gfx_test