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#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"
using namespace gfx;
namespace gfx_test
{
struct Shader
{
ComPtr<IShaderProgram> program;
slang::ProgramLayout* reflection = nullptr;
ComputePipelineStateDesc pipelineDesc = {};
ComPtr<gfx::IPipelineState> pipelineState;
};
struct Buffer
{
IBufferResource::Desc desc;
ComPtr<IBufferResource> buffer;
ComPtr<IResourceView> view;
};
void createFloatBuffer(IDevice* device, Buffer& outBuffer, bool unorderedAccess, float* initialData, size_t elementCount)
{
outBuffer = {};
IBufferResource::Desc& bufferDesc = outBuffer.desc;
bufferDesc.sizeInBytes = elementCount * sizeof(float);
bufferDesc.format = gfx::Format::Unknown;
bufferDesc.elementSize = sizeof(float);
bufferDesc.defaultState = unorderedAccess ? ResourceState::UnorderedAccess : ResourceState::ShaderResource;
bufferDesc.memoryType = MemoryType::DeviceLocal;
bufferDesc.allowedStates = ResourceStateSet(
ResourceState::ShaderResource,
ResourceState::CopyDestination,
ResourceState::CopySource);
if (unorderedAccess) bufferDesc.allowedStates.add(ResourceState::UnorderedAccess);
GFX_CHECK_CALL_ABORT(device->createBufferResource(
bufferDesc,
(void*)initialData,
outBuffer.buffer.writeRef()));
IResourceView::Desc viewDesc = {};
viewDesc.type = unorderedAccess ? IResourceView::Type::UnorderedAccess : IResourceView::Type::ShaderResource;
viewDesc.format = Format::Unknown;
viewDesc.bufferElementSize = sizeof(float);
GFX_CHECK_CALL_ABORT(device->createBufferView(outBuffer.buffer, viewDesc, outBuffer.view.writeRef()));
}
void barrierTestImpl(IDevice* device, UnitTestContext* context)
{
Slang::ComPtr<ITransientResourceHeap> transientHeap;
ITransientResourceHeap::Desc transientHeapDesc = {};
transientHeapDesc.constantBufferSize = 4096;
GFX_CHECK_CALL_ABORT(device->createTransientResourceHeap(transientHeapDesc, transientHeap.writeRef()));
Shader programA;
Shader programB;
GFX_CHECK_CALL_ABORT(loadComputeProgram(device, programA.program, "buffer-barrier-test", "computeA", programA.reflection));
GFX_CHECK_CALL_ABORT(loadComputeProgram(device, programB.program, "buffer-barrier-test", "computeB", programB.reflection));
programA.pipelineDesc.program = programA.program.get();
programB.pipelineDesc.program = programB.program.get();
GFX_CHECK_CALL_ABORT(device->createComputePipelineState(programA.pipelineDesc, programA.pipelineState.writeRef()));
GFX_CHECK_CALL_ABORT(device->createComputePipelineState(programB.pipelineDesc, programB.pipelineState.writeRef()));
float initialData[] = { 1.0f, 2.0f, 3.0f, 4.0f };
Buffer inputBuffer;
createFloatBuffer(device, inputBuffer, false, initialData, 4);
Buffer intermediateBuffer;
createFloatBuffer(device, intermediateBuffer, true, nullptr, 4);
Buffer outputBuffer;
createFloatBuffer(device, outputBuffer, true, nullptr, 4);
// 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 resourceEncoder = commandBuffer->encodeResourceCommands();
// Write inputBuffer data to intermediateBuffer
auto rootObjectA = encoder->bindPipeline(programA.pipelineState);
ShaderCursor entryPointCursorA(rootObjectA->getEntryPoint(0));
entryPointCursorA.getPath("inBuffer").setResource(inputBuffer.view);
entryPointCursorA.getPath("outBuffer").setResource(intermediateBuffer.view);
encoder->dispatchCompute(1, 1, 1);
// Insert barrier to ensure writes to intermediateBuffer are complete before the next shader starts executing
auto bufferPtr = intermediateBuffer.buffer.get();
resourceEncoder->bufferBarrier(1, &bufferPtr, ResourceState::UnorderedAccess, ResourceState::ShaderResource);
resourceEncoder->endEncoding();
// Write intermediateBuffer to outputBuffer
auto rootObjectB = encoder->bindPipeline(programB.pipelineState);
ShaderCursor entryPointCursorB(rootObjectB->getEntryPoint(0));
entryPointCursorB.getPath("inBuffer").setResource(intermediateBuffer.view);
entryPointCursorB.getPath("outBuffer").setResource(outputBuffer.view);
encoder->dispatchCompute(1, 1, 1);
encoder->endEncoding();
commandBuffer->close();
queue->executeCommandBuffer(commandBuffer);
queue->waitOnHost();
}
compareComputeResult(
device,
outputBuffer.buffer,
Slang::makeArray<float>(11.0f, 12.0f, 13.0f, 14.0f));
}
void barrierTestAPI(UnitTestContext* context, Slang::RenderApiFlag::Enum api)
{
if ((api & context->enabledApis) == 0)
{
SLANG_IGNORE_TEST
}
Slang::ComPtr<IDevice> device;
IDevice::Desc deviceDesc = {};
switch (api)
{
case Slang::RenderApiFlag::D3D12:
deviceDesc.deviceType = gfx::DeviceType::DirectX12;
break;
case Slang::RenderApiFlag::Vulkan:
deviceDesc.deviceType = gfx::DeviceType::Vulkan;
break;
default:
SLANG_IGNORE_TEST
}
deviceDesc.slang.slangGlobalSession = context->slangGlobalSession;
const char* searchPaths[] = { "", "../../tools/gfx-unit-test", "tools/gfx-unit-test" };
deviceDesc.slang.searchPathCount = (SlangInt)SLANG_COUNT_OF(searchPaths);
deviceDesc.slang.searchPaths = searchPaths;
auto createDeviceResult = gfxCreateDevice(&deviceDesc, device.writeRef());
if (SLANG_FAILED(createDeviceResult))
{
SLANG_IGNORE_TEST
}
barrierTestImpl(device, context);
}
SLANG_UNIT_TEST(bufferBarrierVulkan)
{
barrierTestAPI(unitTestContext, Slang::RenderApiFlag::Vulkan);
}
}
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