#include "gfx-test-util.h" #include "slang-gfx.h" #include "source/core/slang-basic.h" #include "source/core/slang-blob.h" #include "source/core/slang-io.h" #include "source/core/slang-memory-file-system.h" #include "tools/gfx-util/shader-cursor.h" #include "tools/unit-test/slang-unit-test.h" using namespace gfx; namespace gfx_test { // Test that precompiled module cache is working. Slang::ComPtr createSession(gfx::IDevice* device, ISlangFileSystemExt* fileSys) { Slang::ComPtr slangSession; device->getSlangSession(slangSession.writeRef()); slang::SessionDesc sessionDesc = {}; sessionDesc.searchPathCount = 1; const char* searchPath = "cache/"; sessionDesc.searchPaths = &searchPath; sessionDesc.targetCount = 1; sessionDesc.compilerOptionEntryCount = 1; slang::CompilerOptionEntry entry; entry.name = slang::CompilerOptionName::UseUpToDateBinaryModule; entry.value.kind = slang::CompilerOptionValueKind::Int; entry.value.intValue0 = 1; sessionDesc.compilerOptionEntries = &entry; slang::TargetDesc targetDesc = {}; switch (device->getDeviceInfo().deviceType) { case gfx::DeviceType::DirectX12: targetDesc.format = SLANG_DXIL; targetDesc.profile = device->getSlangSession()->getGlobalSession()->findProfile("sm_6_1"); break; case gfx::DeviceType::Vulkan: targetDesc.format = SLANG_SPIRV; targetDesc.profile = device->getSlangSession()->getGlobalSession()->findProfile("GLSL_460"); break; } sessionDesc.targets = &targetDesc; sessionDesc.fileSystem = fileSys; auto globalSession = slangSession->getGlobalSession(); globalSession->createSession(sessionDesc, slangSession.writeRef()); return slangSession; } static Slang::Result precompileProgram( gfx::IDevice* device, ISlangMutableFileSystem* fileSys, const char* shaderModuleName) { Slang::ComPtr slangSession = createSession(device, fileSys); Slang::ComPtr diagnosticsBlob; slang::IModule* module = slangSession->loadModule(shaderModuleName, diagnosticsBlob.writeRef()); diagnoseIfNeeded(diagnosticsBlob); if (!module) return SLANG_FAIL; // Write loaded modules to memory file system. for (SlangInt i = 0; i < slangSession->getLoadedModuleCount(); i++) { auto module = slangSession->getLoadedModule(i); auto path = module->getFilePath(); if (path) { auto name = module->getName(); ComPtr outBlob; module->serialize(outBlob.writeRef()); fileSys->saveFileBlob( (Slang::String("cache/") + Slang::String(name) + ".slang-module").getBuffer(), outBlob); } } return SLANG_OK; } void precompiledModuleCacheTestImpl(IDevice* device, UnitTestContext* context) { Slang::ComPtr transientHeap; ITransientResourceHeap::Desc transientHeapDesc = {}; transientHeapDesc.constantBufferSize = 4096; GFX_CHECK_CALL_ABORT( device->createTransientResourceHeap(transientHeapDesc, transientHeap.writeRef())); // First, Initialize our file system. ComPtr memoryFileSystem = ComPtr(new Slang::MemoryFileSystem()); memoryFileSystem->createDirectory("cache"); const char* moduleSrc = R"( import "precompiled-module-imported"; // Main entry-point. using namespace ns; [shader("compute")] [numthreads(4, 1, 1)] void computeMain( uint3 sv_dispatchThreadID : SV_DispatchThreadID, uniform RWStructuredBuffer buffer) { buffer[sv_dispatchThreadID.x] = helperFunc() + helperFunc1(); } )"; memoryFileSystem->saveFile("precompiled-module.slang", moduleSrc, strlen(moduleSrc)); const char* moduleSrc2 = R"( module "precompiled-module-imported"; __include "precompiled-module-included.slang"; namespace ns { public int helperFunc() { return 1; } } )"; memoryFileSystem->saveFile("precompiled-module-imported.slang", moduleSrc2, strlen(moduleSrc2)); const char* moduleSrc3 = R"( implementing "precompiled-module-imported"; namespace ns { public int helperFunc1() { return 2; } } )"; memoryFileSystem->saveFile("precompiled-module-included.slang", moduleSrc3, strlen(moduleSrc3)); // Precompile a module. ComPtr shaderProgram; slang::ProgramLayout* slangReflection; GFX_CHECK_CALL_ABORT( precompileProgram(device, memoryFileSystem.get(), "precompiled-module-imported")); // Next, load the precompiled slang program. Slang::ComPtr slangSession = createSession(device, memoryFileSystem); ComPtr binaryBlob; memoryFileSystem->loadFile( "cache/precompiled-module-imported.slang-module", binaryBlob.writeRef()); auto upToDate = slangSession->isBinaryModuleUpToDate("precompiled-module-imported.slang", binaryBlob); SLANG_CHECK(upToDate); // The module should be up-to-date. GFX_CHECK_CALL_ABORT(loadComputeProgram( device, slangSession, shaderProgram, "precompiled-module", "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(3.0f, 3.0f, 3.0f, 3.0f)); // Now we change the source and check if the precompiled module is still up-to-date. const char* moduleSrc4 = R"( implementing "precompiled-module-imported"; namespace ns { public int helperFunc1() { return 2; } } )"; memoryFileSystem->saveFile("precompiled-module-included.slang", moduleSrc4, strlen(moduleSrc4)); slangSession = createSession(device, memoryFileSystem); upToDate = slangSession->isBinaryModuleUpToDate("precompiled-module-imported.slang", binaryBlob); SLANG_CHECK(!upToDate); // The module should not be up-to-date because the source has changed. } SLANG_UNIT_TEST(precompiledModuleCacheD3D12) { runTestImpl(precompiledModuleCacheTestImpl, unitTestContext, Slang::RenderApiFlag::D3D12); } SLANG_UNIT_TEST(precompiledModuleCacheVulkan) { runTestImpl(precompiledModuleCacheTestImpl, unitTestContext, Slang::RenderApiFlag::Vulkan); } } // namespace gfx_test