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// hello.cpp
// In order to use the Slang API, we need to include its header
#define SLANG_INCLUDE_IMPLEMENTATION
#include <slang.h>
// We will be rendering with Direct3D 11, so we need to include
// the Windows and D3D11 headers
#define WIN32_LEAN_AND_MEAN
#define NOMINMAX
#include <Windows.h>
#undef WIN32_LEAN_AND_MEAN
#undef NOMINMAX
#include <d3d11_2.h>
#include <d3dcompiler.h>
// We will use the C standard library just for printing error messages.
#include <stdio.h>
#ifdef _MSC_VER
#include <stddef.h>
#if (_MSC_VER < 1900)
#define snprintf sprintf_s
#endif
#endif
//
static int gWindowWidth = 1024;
static int gWindowHeight = 768;
//
//
// For the purposes of a small example, we will define the vertex data for a
// single triangle directly in the source file. It should be easy to extend
// this example to load data from an external source, if desired.
//
struct Vertex
{
float position[3];
float color[3];
};
static const int kVertexCount = 3;
static const Vertex kVertexData[kVertexCount] = {
{ { 0, 0, 0.5 }, {1, 0, 0} },
{ { 0, 1, 0.5 }, {0, 0, 1} },
{ { 1, 0, 0.5 }, {0, 1, 0} },
};
//
// Global variabels for the various D3D11 API objects to be used for rendering
ID3D11Buffer* dxConstantBuffer;
ID3D11InputLayout* dxInputLayout;
ID3D11Buffer* dxVertexBuffer;
ID3D11VertexShader* dxVertexShader;
ID3D11PixelShader* dxPixelShader;
// The Slang compiler currently generates HLSL source, so we'll need a utility
// routine (defined later) to translate that into D3D11 shader bytecode.
ID3DBlob* compileHLSLShader(
char const* source,
char const* entryPointName,
char const* dxProfileName);
//
// At initialization time, we are going to load and compile our Slang shader
// code, and then create the D3D11 API objects we need for rendering.
//
HRESULT initialize( ID3D11Device* dxDevice )
{
#if 1
//
// First, we will load and compile our Slang source code.
//
// The argument here is an optional directory where the Slang compiler
// can cache files to speed up compilation of many kernels.
SlangSession* slangSession = spCreateSession(NULL);
// A compile request represents a single invocation of the compiler,
// to process some inputs and produce outputs (or errors).
SlangCompileRequest* slangRequest = spCreateCompileRequest(slangSession);
// Instruct Slang to generate code as HLSL
spSetCodeGenTarget(slangRequest, SLANG_HLSL);
int translationUnitIndex = spAddTranslationUnit(slangRequest, SLANG_SOURCE_LANGUAGE_SLANG, nullptr);
spAddTranslationUnitSourceFile(slangRequest, translationUnitIndex, "hello.slang");
char const* vertexEntryPointName = "vertexMain";
char const* fragmentEntryPointName = "fragmentMain";
char const* vertexProfileName = "vs_4_0";
char const* fragmentProfileName = "ps_4_0";
int vertexIndex = spAddEntryPoint(slangRequest, translationUnitIndex, vertexEntryPointName, spFindProfile(slangSession, vertexProfileName));
int fragmentIndex = spAddEntryPoint(slangRequest, translationUnitIndex, fragmentEntryPointName, spFindProfile(slangSession, fragmentProfileName));
int compileErr = spCompile(slangRequest);
if(auto diagnostics = spGetDiagnosticOutput(slangRequest))
{
OutputDebugStringA(diagnostics);
fprintf(stderr, "%s", diagnostics);
}
if(compileErr)
{
return E_FAIL;
}
char const* vertexCode = spGetEntryPointSource(slangRequest, vertexIndex);
char const* fragmentCode = spGetEntryPointSource(slangRequest, fragmentIndex);
// TODO(tfoley): Query the required constant-buffer size
int constantBufferSize = 16 * sizeof(float);
// Compile the generated HLSL code
ID3DBlob* dxVertexShaderBlob = compileHLSLShader(vertexCode, vertexEntryPointName, vertexProfileName);
if(!dxVertexShaderBlob) return E_FAIL;
ID3DBlob* dxPixelShaderBlob = compileHLSLShader(fragmentCode, fragmentEntryPointName, fragmentProfileName);
if(!dxPixelShaderBlob) return E_FAIL;
HRESULT hr = S_OK;
D3D11_BUFFER_DESC dxConstantBufferDesc = { 0 };
dxConstantBufferDesc.ByteWidth = constantBufferSize;
dxConstantBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
dxConstantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
dxConstantBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
hr = dxDevice->CreateBuffer(
&dxConstantBufferDesc,
NULL,
&dxConstantBuffer);
if(FAILED(hr)) return hr;
// We clean up the Slang compilation context and result *after*
// we have done the HLSL-to-bytecode compilation, because Slang
// owns the memory allocation for the generated HLSL, and will
// free it when we destroy the compilation result.
spDestroyCompileRequest(slangRequest);
spDestroySession(slangSession);
// Input Assembler (IA)
// In Slang-generated HLSL, all vertex shader inputs have a semantic
// like: `A0`, `A1`, `A2`, etc., rather than trying to do by-name
// matching. The user is thus responsibile for ensuring that the
// order of their "input element descs" here matches the order
// in which inputs are declared in the shader code.
D3D11_INPUT_ELEMENT_DESC dxInputElements[] = {
{"A", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, offsetof(Vertex, position), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{"A", 1, DXGI_FORMAT_R32G32B32_FLOAT, 0, offsetof(Vertex, color), D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
hr = dxDevice->CreateInputLayout(
&dxInputElements[0],
2,
dxVertexShaderBlob->GetBufferPointer(),
dxVertexShaderBlob->GetBufferSize(),
&dxInputLayout);
if(FAILED(hr)) return hr;
D3D11_BUFFER_DESC dxVertexBufferDesc = { 0 };
dxVertexBufferDesc.ByteWidth = kVertexCount * sizeof(Vertex);
dxVertexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
dxVertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
D3D11_SUBRESOURCE_DATA dxVertexBufferInitData = { 0 };
dxVertexBufferInitData.pSysMem = &kVertexData[0];
hr = dxDevice->CreateBuffer(
&dxVertexBufferDesc,
&dxVertexBufferInitData,
&dxVertexBuffer);
if(FAILED(hr)) return hr;
// Vertex Shader (VS)
hr = dxDevice->CreateVertexShader(
dxVertexShaderBlob->GetBufferPointer(),
dxVertexShaderBlob->GetBufferSize(),
NULL,
&dxVertexShader);
dxVertexShaderBlob->Release();
if(FAILED(hr)) return hr;
// Pixel Shader (PS)
hr = dxDevice->CreatePixelShader(
dxPixelShaderBlob->GetBufferPointer(),
dxPixelShaderBlob->GetBufferSize(),
NULL,
&dxPixelShader);
dxPixelShaderBlob->Release();
if(FAILED(hr)) return hr;
#endif
return S_OK;
}
void renderFrame(ID3D11DeviceContext* dxContext)
{
// We update our constant buffer per-frame, just for the purposes
// of the example, but we don't actually load different data
// per-frame (we always use an identity projection).
D3D11_MAPPED_SUBRESOURCE mapped;
HRESULT hr = dxContext->Map(dxConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
if(!FAILED(hr))
{
float* data = (float*) mapped.pData;
static const float kIdentity[] =
{ 1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1 };
memcpy(data, kIdentity, sizeof(kIdentity));
dxContext->Unmap(dxConstantBuffer, 0);
}
// Input Assembler (IA)
dxContext->IASetInputLayout(dxInputLayout);
dxContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
UINT dxVertexStride = sizeof(Vertex);
UINT dxVertexBufferOffset = 0;
dxContext->IASetVertexBuffers(0, 1, &dxVertexBuffer, &dxVertexStride, &dxVertexBufferOffset);
// Vertex Shader (VS)
dxContext->VSSetShader(dxVertexShader, NULL, 0);
dxContext->VSSetConstantBuffers(0, 1, &dxConstantBuffer);
// Pixel Shader (PS)
dxContext->PSSetShader(dxPixelShader, NULL, 0);
dxContext->VSSetConstantBuffers(0, 1, &dxConstantBuffer);
//
dxContext->Draw(3, 0);
}
void finalize()
{
}
//
// Definition of the HLSL-to-bytecode compilation logic.
//
ID3DBlob* compileHLSLShader(
char const* source,
char const* entryPointName,
char const* dxProfileName )
{
// Rather than statically link against the `d3dcompile` library, we
// dynamically load it.
//
// Note: A more realistic application would compile from HLSL text to D3D
// shader bytecode as part of an offline process, rather than doing it
// on-the-fly like this
//
static pD3DCompile D3DCompile_ = nullptr;
if( !D3DCompile_ )
{
// TODO(tfoley): maybe want to search for one of a few versions of the DLL
HMODULE d3dcompiler = LoadLibraryA("d3dcompiler_47.dll");
if(!d3dcompiler)
{
fprintf(stderr, "error: failed load 'd3dcompiler_47.dll'\n");
exit(1);
}
D3DCompile_ = (pD3DCompile)GetProcAddress(d3dcompiler, "D3DCompile");
if( !D3DCompile_ )
{
fprintf(stderr, "error: failed load symbol 'D3DCompile'\n");
exit(1);
}
}
// For this example, we turn on debug output, and turn off all
// optimization. A real application would only use these flags
// when shader debugging is needed.
UINT flags = 0;
flags |= D3DCOMPILE_DEBUG;
flags |= D3DCOMPILE_OPTIMIZATION_LEVEL0 | D3DCOMPILE_SKIP_OPTIMIZATION;
// The `D3DCompile` entry point takes a bunch of parameters, but we
// don't really need most of them for Slang-generated code.
ID3DBlob* dxShaderBlob = nullptr;
ID3DBlob* dxErrorBlob = nullptr;
HRESULT hr = D3DCompile_(
source,
strlen(source),
"slangGeneratedCode", // TODO: proper path for error messages
nullptr,
nullptr,
entryPointName,
dxProfileName,
flags,
0,
&dxShaderBlob,
&dxErrorBlob);
// If the HLSL-to-bytecode compilation produced any diagnostic messages
// then we will print them out (whether or not the compilation failed).
if( dxErrorBlob )
{
OutputDebugStringA(
(char const*)dxErrorBlob->GetBufferPointer());
dxErrorBlob->Release();
}
if( FAILED(hr) )
{
return nullptr;
}
return dxShaderBlob;
}
//
// We use a bare-minimum window procedure to get things up and running.
//
static LRESULT CALLBACK windowProc(
HWND windowHandle,
UINT message,
WPARAM wParam,
LPARAM lParam)
{
switch (message)
{
case WM_CLOSE:
PostQuitMessage(0);
return 0;
}
return DefWindowProcW(windowHandle, message, wParam, lParam);
}
//
// Our `WinMain` handles the basic task of getting a window and rendering
// context up and running. There should be nothing suprising or interesting
// here.
//
int WINAPI WinMain(
HINSTANCE instance,
HINSTANCE /* prevInstance */,
LPSTR /* commandLine */,
int showCommand)
{
// First we register a window class.
WNDCLASSEXW windowClassDesc;
windowClassDesc.cbSize = sizeof(windowClassDesc);
windowClassDesc.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW;
windowClassDesc.lpfnWndProc = &windowProc;
windowClassDesc.cbClsExtra = 0;
windowClassDesc.cbWndExtra = 0;
windowClassDesc.hInstance = instance;
windowClassDesc.hIcon = 0;
windowClassDesc.hCursor = 0;
windowClassDesc.hbrBackground = 0;
windowClassDesc.lpszMenuName = 0;
windowClassDesc.lpszClassName = L"HelloWorld";
windowClassDesc.hIconSm = 0;
ATOM windowClassAtom = RegisterClassExW(&windowClassDesc);
if(!windowClassAtom)
{
fprintf(stderr, "error: failed to register window class\n");
return 1;
}
// Next, we create a window using that window class.
DWORD windowExtendedStyle = 0;
DWORD windowStyle = 0;
LPWSTR windowName = L"Slang Hello World";
HWND windowHandle = CreateWindowExW(
windowExtendedStyle,
(LPWSTR)windowClassAtom,
windowName,
windowStyle,
0, 0, // x, y
gWindowWidth, gWindowHeight,
NULL, // parent
NULL, // menu
instance,
NULL);
if(!windowHandle)
{
fprintf(stderr, "error: failed to create window\n");
return 1;
}
// Rather than statically link against D3D, we load it dynamically.
HMODULE d3d11 = LoadLibraryA("d3d11.dll");
if(!d3d11)
{
fprintf(stderr, "error: failed load 'd3d11.dll'\n");
return 1;
}
PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN D3D11CreateDeviceAndSwapChain_ =
(PFN_D3D11_CREATE_DEVICE_AND_SWAP_CHAIN)GetProcAddress(
d3d11,
"D3D11CreateDeviceAndSwapChain");
if(!D3D11CreateDeviceAndSwapChain_)
{
fprintf(stderr,
"error: failed load symbol 'D3D11CreateDeviceAndSwapChain'\n");
return 1;
}
// We create our device in debug mode, just so that we can check that the
// example doesn't trigger warnings.
UINT deviceFlags = 0;
deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
// We will ask for the highest feature level that can be supported.
D3D_FEATURE_LEVEL featureLevels[] = {
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1,
};
D3D_FEATURE_LEVEL dxFeatureLevel = D3D_FEATURE_LEVEL_9_1;
// Our swap chain uses RGBA8 with sRGB, with double buffering.
DXGI_SWAP_CHAIN_DESC dxSwapChainDesc = { 0 };
dxSwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
dxSwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
dxSwapChainDesc.SampleDesc.Count = 1;
dxSwapChainDesc.SampleDesc.Quality = 0;
dxSwapChainDesc.BufferCount = 2;
dxSwapChainDesc.OutputWindow = windowHandle;
dxSwapChainDesc.Windowed = TRUE;
dxSwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
dxSwapChainDesc.Flags = 0;
// On a machine that does not have an up-to-date version of D3D installed,
// the `D3D11CreateDeviceAndSwapChain` call will fail with `E_INVALIDARG`
// if you ask for featuer level 11_1. The workaround is to call
// `D3D11CreateDeviceAndSwapChain` up to twice: the first time with 11_1
// at the start of the list of requested feature levels, and the second
// time without it.
IDXGISwapChain* dxSwapChain = NULL;
ID3D11Device* dxDevice = NULL;
ID3D11DeviceContext* dxImmediateContext = NULL;
HRESULT hr = S_OK;
for( int ii = 0; ii < 2; ++ii )
{
hr = D3D11CreateDeviceAndSwapChain_(
NULL, // adapter (use default)
D3D_DRIVER_TYPE_HARDWARE,
NULL, // software
deviceFlags,
&featureLevels[ii],
(sizeof(featureLevels) / sizeof(featureLevels[0])) - 1,
D3D11_SDK_VERSION,
&dxSwapChainDesc,
&dxSwapChain,
&dxDevice,
&dxFeatureLevel,
&dxImmediateContext);
// Failures with `E_INVALIDARG` might be due to feature level 11_1
// not being supported. Other failures are real, though.
if( hr != E_INVALIDARG )
break;
}
if( FAILED(hr) )
{
return 1;
}
// After we've created the swap chain, we can request a pointer to the
// back buffer as a D3D11 texture, and create a render-target view from it.
ID3D11Texture2D* dxBackBufferTexture = NULL;
static const IID kIID_ID3D11Texture2D = {
0x6f15aaf2, 0xd208, 0x4e89, 0x9a, 0xb4, 0x48,
0x95, 0x35, 0xd3, 0x4f, 0x9c };
dxSwapChain->GetBuffer(
0,
kIID_ID3D11Texture2D,
(void**)&dxBackBufferTexture);
ID3D11RenderTargetView* dxBackBufferRTV = NULL;
dxDevice->CreateRenderTargetView(
dxBackBufferTexture,
NULL,
&dxBackBufferRTV);
// We immediately bind the back-buffer render target view, and we aren't
// going to switch. We don't bother with a depth buffer.
dxImmediateContext->OMSetRenderTargets(
1,
&dxBackBufferRTV,
NULL);
// Similarly, we are going to set up a viewport once, and then never
// switch, since this is a simple test app.
D3D11_VIEWPORT dxViewport;
dxViewport.TopLeftX = 0;
dxViewport.TopLeftY = 0;
dxViewport.Width = (float) gWindowWidth;
dxViewport.Height = (float) gWindowHeight;
dxViewport.MaxDepth = 1; // TODO(tfoley): use reversed depth
dxViewport.MinDepth = 0;
dxImmediateContext->RSSetViewports(1, &dxViewport);
// Once we've done the general-purpose initialization, we
// initialize anything specific to the "hello world" application
hr = initialize( dxDevice );
if( FAILED(hr) )
{
exit(1);
}
// Once initialization is all complete, we show the window...
ShowWindow(windowHandle, showCommand);
// ... and enter the event loop:
for(;;)
{
MSG message;
int result = PeekMessageW(&message, NULL, 0, 0, PM_REMOVE);
if (result != 0)
{
if (message.message == WM_QUIT)
{
return (int)message.wParam;
}
TranslateMessage(&message);
DispatchMessageW(&message);
}
else
{
// Whenver we don't have Windows events to process,
// we render a frame.
static const float kClearColor[] = { 0.25, 0.25, 0.25, 1.0 };
dxImmediateContext->ClearRenderTargetView(
dxBackBufferRTV,
kClearColor);
renderFrame( dxImmediateContext );
dxSwapChain->Present(0, 0);
}
}
return 0;
}
//
// In order to actually use Slang in our application, we need to link in its
// implementation. The easiest way to accomplish this is by directly inlcuding
// the (concatenated) Slang source code into our app.
//
#define SLANG_INCLUDE_IMPLEMENTATION
#include <slang.h>
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