#include "core/slang-basic.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 { void uint16BufferTestImpl(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( loadComputeProgram(device, shaderProgram, "uint16-buffer", "computeMain", slangReflection)); ComputePipelineStateDesc pipelineDesc = {}; pipelineDesc.program = shaderProgram.get(); ComPtr pipelineState; GFX_CHECK_CALL_ABORT( device->createComputePipelineState(pipelineDesc, pipelineState.writeRef())); const int numberCount = 4; uint16_t initialData[] = {0, 1, 2, 3}; IBufferResource::Desc bufferDesc = {}; bufferDesc.sizeInBytes = numberCount * sizeof(uint16_t); bufferDesc.format = gfx::Format::Unknown; // Note: we don't specify any element size here, and gfx should be able to derive the // correct element size from the reflection infomation. bufferDesc.elementSize = 0; 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); // Bind buffer view to the entry point. ShaderCursor(rootObject).getPath("buffer").setResource(bufferView); encoder->dispatchCompute(1, 1, 1); encoder->endEncoding(); commandBuffer->close(); queue->executeCommandBuffer(commandBuffer); queue->waitOnHost(); } compareComputeResult(device, numbersBuffer, Slang::makeArray(1, 2, 3, 4)); } SLANG_UNIT_TEST(uint16BufferTestD3D12) { runTestImpl(uint16BufferTestImpl, unitTestContext, Slang::RenderApiFlag::D3D12); } SLANG_UNIT_TEST(uint16BufferTestVulkan) { runTestImpl(uint16BufferTestImpl, unitTestContext, Slang::RenderApiFlag::Vulkan); } } // namespace gfx_test