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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
{
    void createBufferFromHandleTestImpl(IDevice* device, UnitTestContext* context)
    {
        Slang::ComPtr<ITransientResourceHeap> transientHeap;
        ITransientResourceHeap::Desc transientHeapDesc = {};
        transientHeapDesc.constantBufferSize = 4096;
        GFX_CHECK_CALL_ABORT(
            device->createTransientResourceHeap(transientHeapDesc, transientHeap.writeRef()));

        ComPtr<IShaderProgram> shaderProgram;
        slang::ProgramLayout* slangReflection;
        GFX_CHECK_CALL_ABORT(loadComputeProgram(device, shaderProgram, "compute-trivial", "computeMain", slangReflection));

        ComputePipelineStateDesc pipelineDesc = {};
        pipelineDesc.program = shaderProgram.get();
        ComPtr<gfx::IPipelineState> pipelineState;
        GFX_CHECK_CALL_ABORT(
            device->createComputePipelineState(pipelineDesc, pipelineState.writeRef()));

        const int numberCount = 4;
        float initialData[] = { 0.0f, 1.0f, 2.0f, 3.0f };
        IBufferResource::Desc bufferDesc = {};
        bufferDesc.sizeInBytes = numberCount * sizeof(float);
        bufferDesc.format = gfx::Format::Unknown;
        bufferDesc.elementSize = sizeof(float);
        bufferDesc.allowedStates = ResourceStateSet(
            ResourceState::ShaderResource,
            ResourceState::UnorderedAccess,
            ResourceState::CopyDestination,
            ResourceState::CopySource);
        bufferDesc.defaultState = ResourceState::UnorderedAccess;
        bufferDesc.memoryType = MemoryType::DeviceLocal;

        ComPtr<IBufferResource> originalNumbersBuffer;
        GFX_CHECK_CALL_ABORT(device->createBufferResource(
            bufferDesc,
            (void*)initialData,
            originalNumbersBuffer.writeRef()));

        InteropHandle handle;
        originalNumbersBuffer->getNativeResourceHandle(&handle);
        ComPtr<IBufferResource> numbersBuffer;
        GFX_CHECK_CALL_ABORT(device->createBufferFromNativeHandle(handle, bufferDesc, numbersBuffer.writeRef()));
        compareComputeResult(device, numbersBuffer, Slang::makeArray<float>(0.0f, 1.0f, 2.0f, 3.0f));

        ComPtr<IResourceView> bufferView;
        IResourceView::Desc viewDesc = {};
        viewDesc.type = IResourceView::Type::UnorderedAccess;
        viewDesc.format = Format::Unknown;
        GFX_CHECK_CALL_ABORT(device->createBufferView(numbersBuffer, 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);

            ShaderCursor rootCursor(rootObject);
            // Bind buffer view to the entry point.
            rootCursor.getPath("buffer").setResource(bufferView);

            encoder->dispatchCompute(1, 1, 1);
            encoder->endEncoding();
            commandBuffer->close();
            queue->executeCommandBuffer(commandBuffer);
            queue->waitOnHost();
        }

        compareComputeResult(
            device,
            numbersBuffer,
            Slang::makeArray<float>(1.0f, 2.0f, 3.0f, 4.0f));
    }

    SLANG_UNIT_TEST(createBufferFromHandleD3D12)
    {
        runTestImpl(createBufferFromHandleTestImpl, unitTestContext, Slang::RenderApiFlag::D3D12);
    }

    SLANG_UNIT_TEST(createBufferFromHandleVulkan)
    {
        runTestImpl(createBufferFromHandleTestImpl, unitTestContext, Slang::RenderApiFlag::Vulkan);
    }

}