// cpu-shader-object.cpp #include "cpu-shader-object.h" #include "cpu-buffer.h" #include "cpu-resource-views.h" #include "cpu-shader-object-layout.h" namespace gfx { using namespace Slang; namespace cpu { Index CPUShaderObjectData::getCount() { return m_ordinaryData.getCount(); } void CPUShaderObjectData::setCount(Index count) { m_ordinaryData.setCount(count); } char* CPUShaderObjectData::getBuffer() { return m_ordinaryData.getBuffer(); } CPUShaderObjectData::~CPUShaderObjectData() { // m_bufferResource's data is managed by m_ordinaryData so we // set it to null to prevent m_bufferResource from freeing it. if (m_bufferResource) m_bufferResource->m_data = nullptr; } /// Returns a StructuredBuffer resource view for GPU access into the buffer content. /// Creates a StructuredBuffer resource if it has not been created. ResourceViewBase* CPUShaderObjectData::getResourceView( RendererBase* device, slang::TypeLayoutReflection* elementLayout, slang::BindingType bindingType) { SLANG_UNUSED(device); if (!m_bufferResource) { IBufferResource::Desc desc = {}; desc.type = IResource::Type::Buffer; desc.elementSize = (int)elementLayout->getSize(); m_bufferResource = new BufferResourceImpl(desc); IResourceView::Desc viewDesc = {}; viewDesc.type = IResourceView::Type::UnorderedAccess; viewDesc.format = Format::Unknown; m_bufferView = new BufferResourceViewImpl(viewDesc, m_bufferResource); } m_bufferResource->getDesc()->sizeInBytes = m_ordinaryData.getCount(); m_bufferResource->m_data = m_ordinaryData.getBuffer(); return m_bufferView.Ptr(); } Result ShaderObjectImpl::init(IDevice* device, ShaderObjectLayoutImpl* typeLayout) { m_layout = typeLayout; // If the layout tells us that there is any uniform data, // then we need to allocate a constant buffer to hold that data. // // TODO: Do we need to allocate a shadow copy for use from // the CPU? // // TODO: When/where do we bind this constant buffer into // a descriptor set for later use? // auto slangLayout = getLayout()->getElementTypeLayout(); size_t uniformSize = slangLayout->getSize(); m_data.setCount(uniformSize); // If the layout specifies that we have any resources or sub-objects, // then we need to size the appropriate arrays to account for them. // // Note: the counts here are the *total* number of resources/sub-objects // and not just the number of resource/sub-object ranges. // m_resources.setCount(typeLayout->getResourceCount()); m_objects.setCount(typeLayout->getSubObjectCount()); for (auto subObjectRange : getLayout()->subObjectRanges) { RefPtr subObjectLayout = subObjectRange.layout; // In the case where the sub-object range represents an // existential-type leaf field (e.g., an `IBar`), we // cannot pre-allocate the object(s) to go into that // range, since we can't possibly know what to allocate // at this point. // if (!subObjectLayout) continue; auto _debugname = subObjectLayout->getElementTypeLayout()->getName(); // // Otherwise, we will allocate a sub-object to fill // in each entry in this range, based on the layout // information we already have. auto& bindingRangeInfo = getLayout()->m_bindingRanges[subObjectRange.bindingRangeIndex]; for (Index i = 0; i < bindingRangeInfo.count; ++i) { RefPtr subObject = new ShaderObjectImpl(); SLANG_RETURN_ON_FAIL(subObject->init(device, subObjectLayout)); ShaderOffset offset; offset.uniformOffset = bindingRangeInfo.uniformOffset + sizeof(void*) * i; offset.bindingRangeIndex = (GfxIndex)subObjectRange.bindingRangeIndex; offset.bindingArrayIndex = (GfxIndex)i; SLANG_RETURN_ON_FAIL(setObject(offset, subObject)); } } return SLANG_OK; } SLANG_NO_THROW GfxCount SLANG_MCALL ShaderObjectImpl::getEntryPointCount() { return 0; } SLANG_NO_THROW Result SLANG_MCALL ShaderObjectImpl::getEntryPoint(GfxIndex index, IShaderObject** outEntryPoint) { *outEntryPoint = nullptr; return SLANG_OK; } SLANG_NO_THROW const void* SLANG_MCALL ShaderObjectImpl::getRawData() { return m_data.getBuffer(); } SLANG_NO_THROW size_t SLANG_MCALL ShaderObjectImpl::getSize() { return (size_t)m_data.getCount(); } SLANG_NO_THROW Result SLANG_MCALL ShaderObjectImpl::setData(ShaderOffset const& offset, void const* data, size_t size) { size = Math::Min(size, size_t(m_data.getCount() - offset.uniformOffset)); memcpy((char*)m_data.getBuffer() + offset.uniformOffset, data, size); return SLANG_OK; } SLANG_NO_THROW Result SLANG_MCALL ShaderObjectImpl::setResource(ShaderOffset const& offset, IResourceView* inView) { auto layout = getLayout(); auto bindingRangeIndex = offset.bindingRangeIndex; SLANG_ASSERT(bindingRangeIndex >= 0); SLANG_ASSERT(bindingRangeIndex < layout->m_bindingRanges.getCount()); auto& bindingRange = layout->m_bindingRanges[bindingRangeIndex]; auto viewIndex = bindingRange.baseIndex + offset.bindingArrayIndex; auto view = static_cast(inView); m_resources[viewIndex] = view; switch (view->getViewKind()) { case ResourceViewImpl::Kind::Texture: { auto textureView = static_cast(view); slang_prelude::IRWTexture* textureObj = textureView; SLANG_RETURN_ON_FAIL(setData(offset, &textureObj, sizeof(textureObj))); } break; case ResourceViewImpl::Kind::Buffer: { auto bufferView = static_cast(view); auto buffer = bufferView->getBuffer(); auto desc = *buffer->getDesc(); void* dataPtr = buffer->m_data; size_t size = desc.sizeInBytes; if (desc.elementSize > 1) size /= desc.elementSize; auto ptrOffset = offset; SLANG_RETURN_ON_FAIL(setData(ptrOffset, &dataPtr, sizeof(dataPtr))); auto sizeOffset = offset; sizeOffset.uniformOffset += sizeof(dataPtr); SLANG_RETURN_ON_FAIL(setData(sizeOffset, &size, sizeof(size))); } break; } return SLANG_OK; } SLANG_NO_THROW Result SLANG_MCALL ShaderObjectImpl::setObject(ShaderOffset const& offset, IShaderObject* object) { SLANG_RETURN_ON_FAIL(Super::setObject(offset, object)); auto bindingRangeIndex = offset.bindingRangeIndex; auto& bindingRange = getLayout()->m_bindingRanges[bindingRangeIndex]; ShaderObjectImpl* subObject = static_cast(object); switch (bindingRange.bindingType) { default: { void* bufferPtr = subObject->m_data.getBuffer(); SLANG_RETURN_ON_FAIL(setData(offset, &bufferPtr, sizeof(void*))); } break; case slang::BindingType::ExistentialValue: case slang::BindingType::RawBuffer: case slang::BindingType::MutableRawBuffer: break; } return SLANG_OK; } SLANG_NO_THROW Result SLANG_MCALL ShaderObjectImpl::setSampler(ShaderOffset const& offset, ISamplerState* sampler) { SLANG_UNUSED(sampler); SLANG_UNUSED(offset); return SLANG_OK; } SLANG_NO_THROW Result SLANG_MCALL ShaderObjectImpl::setCombinedTextureSampler( ShaderOffset const& offset, IResourceView* textureView, ISamplerState* sampler) { SLANG_UNUSED(sampler); setResource(offset, textureView); return SLANG_OK; } char* ShaderObjectImpl::getDataBuffer() { return m_data.getBuffer(); } EntryPointLayoutImpl* EntryPointShaderObjectImpl::getLayout() { return static_cast(m_layout.Ptr()); } SLANG_NO_THROW uint32_t SLANG_MCALL RootShaderObjectImpl::addRef() { return 1; } SLANG_NO_THROW uint32_t SLANG_MCALL RootShaderObjectImpl::release() { return 1; } Result RootShaderObjectImpl::init(IDevice* device, RootShaderObjectLayoutImpl* programLayout) { SLANG_RETURN_ON_FAIL(ShaderObjectImpl::init(device, programLayout)); for (auto& entryPoint : programLayout->m_entryPointLayouts) { RefPtr object = new EntryPointShaderObjectImpl(); SLANG_RETURN_ON_FAIL(object->init(device, entryPoint)); m_entryPoints.add(object); } return SLANG_OK; } RootShaderObjectLayoutImpl* RootShaderObjectImpl::getLayout() { return static_cast(m_layout.Ptr()); } EntryPointShaderObjectImpl* RootShaderObjectImpl::getEntryPoint(Index index) { return m_entryPoints[index]; } SLANG_NO_THROW GfxCount SLANG_MCALL RootShaderObjectImpl::getEntryPointCount() { return (GfxCount)m_entryPoints.getCount(); } SLANG_NO_THROW Result SLANG_MCALL RootShaderObjectImpl::getEntryPoint(GfxIndex index, IShaderObject** outEntryPoint) { returnComPtr(outEntryPoint, m_entryPoints[index]); return SLANG_OK; } Result RootShaderObjectImpl::collectSpecializationArgs(ExtendedShaderObjectTypeList& args) { SLANG_RETURN_ON_FAIL(ShaderObjectImpl::collectSpecializationArgs(args)); for (auto& entryPoint : m_entryPoints) { SLANG_RETURN_ON_FAIL(entryPoint->collectSpecializationArgs(args)); } return SLANG_OK; } } // namespace cpu } // namespace gfx