#include "core/slang-basic.h" #include "core/slang-blob.h" #include "core/slang-memory-file-system.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 { static Slang::Result precompileProgram( 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) { // 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->getInfo().deviceType) { case DeviceType::D3D12: targetDesc.format = SLANG_DXIL; targetDesc.profile = device->getSlangSession()->getGlobalSession()->findProfile("sm_6_1"); break; case 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)); 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, 0.0f, 0.0f, 0.0f}; 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 entryPointCursor( rootObject->getEntryPoint(0)); // get a cursor the the first entry-point. // Bind buffer directly to the entry point. entryPointCursor.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{3.0f, 3.0f, 3.0f, 3.0f}); } SLANG_UNIT_TEST(precompiledModuleD3D12) { runTestImpl(precompiledModuleTestImpl, unitTestContext, DeviceType::D3D12); } SLANG_UNIT_TEST(precompiledModuleVulkan) { runTestImpl(precompiledModuleTestImpl, unitTestContext, DeviceType::Vulkan); } } // namespace gfx_test