#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" #include "source/core/slang-blob.h" #include "source/core/slang-memory-file-system.h" using namespace gfx; namespace gfx_test { static Slang::Result precompileProgram( gfx::IDevice* device, ISlangMutableFileSystem* fileSys, const char* shaderModuleName) { Slang::ComPtr slangSession; SLANG_RETURN_ON_FAIL(device->getSlangSession(slangSession.writeRef())); slang::SessionDesc sessionDesc = {}; auto searchPaths = getSlangSearchPaths(); sessionDesc.searchPathCount = searchPaths.getCount(); sessionDesc.searchPaths = searchPaths.getBuffer(); auto globalSession = slangSession->getGlobalSession(); globalSession->createSession(sessionDesc, slangSession.writeRef()); 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(name) + ".slang-module").getBuffer(), outBlob); } } return SLANG_OK; } void precompiledModuleTestImpl(IDevice* device, UnitTestContext* context) { Slang::ComPtr transientHeap; ITransientResourceHeap::Desc transientHeapDesc = {}; transientHeapDesc.constantBufferSize = 4096; GFX_CHECK_CALL_ABORT( device->createTransientResourceHeap(transientHeapDesc, transientHeap.writeRef())); // First, load and compile the slang source. ComPtr memoryFileSystem = ComPtr(new Slang::MemoryFileSystem()); ComPtr shaderProgram; slang::ProgramLayout* slangReflection; GFX_CHECK_CALL_ABORT(precompileProgram(device, memoryFileSystem.get(), "precompiled-module")); // Next, load the precompiled slang program. Slang::ComPtr slangSession; device->getSlangSession(slangSession.writeRef()); slang::SessionDesc sessionDesc = {}; sessionDesc.targetCount = 1; 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 = memoryFileSystem.get(); auto globalSession = slangSession->getGlobalSession(); globalSession->createSession(sessionDesc, slangSession.writeRef()); 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)); } SLANG_UNIT_TEST(precompiledModuleD3D12) { runTestImpl(precompiledModuleTestImpl, unitTestContext, Slang::RenderApiFlag::D3D12); } SLANG_UNIT_TEST(precompiledModuleVulkan) { runTestImpl(precompiledModuleTestImpl, unitTestContext, Slang::RenderApiFlag::Vulkan); } }