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#include "core/slang-basic.h"
#include "gfx-test-util.h"
#include "slang-rhi.h"
#include "slang-rhi/shader-cursor.h"
#include "unit-test/slang-unit-test.h"
using namespace rhi;
namespace gfx_test
{
void existingDeviceHandleTestImpl(IDevice* device, UnitTestContext* context)
{
ComPtr<IShaderProgram> shaderProgram;
slang::ProgramLayout* slangReflection;
GFX_CHECK_CALL_ABORT(loadComputeProgram(
device,
shaderProgram,
"compute-trivial",
"computeMain",
slangReflection));
ComputePipelineDesc pipelineDesc = {};
pipelineDesc.program = shaderProgram.get();
ComPtr<IComputePipeline> pipelineState;
GFX_CHECK_CALL_ABORT(device->createComputePipeline(pipelineDesc, pipelineState.writeRef()));
const int numberCount = 4;
float initialData[] = {0.0f, 1.0f, 2.0f, 3.0f};
BufferDesc bufferDesc = {};
bufferDesc.size = numberCount * sizeof(float);
bufferDesc.format = Format::Undefined;
bufferDesc.elementSize = sizeof(float);
bufferDesc.usage = BufferUsage::ShaderResource | BufferUsage::UnorderedAccess |
BufferUsage::CopyDestination | BufferUsage::CopySource;
bufferDesc.defaultState = ResourceState::UnorderedAccess;
bufferDesc.memoryType = MemoryType::DeviceLocal;
ComPtr<IBuffer> numbersBuffer;
GFX_CHECK_CALL_ABORT(
device->createBuffer(bufferDesc, (void*)initialData, numbersBuffer.writeRef()));
// We have done all the set up work, now it is time to start recording a command buffer for
// GPU execution.
{
auto queue = device->getQueue(QueueType::Graphics);
auto commandEncoder = queue->createCommandEncoder();
{
auto encoder = commandEncoder->beginComputePass();
auto rootObject = encoder->bindPipeline(pipelineState);
ShaderCursor rootCursor(rootObject);
// Bind buffer directly to the root.
rootCursor.getPath("buffer").setBinding(Binding(numbersBuffer));
encoder->dispatchCompute(1, 1, 1);
encoder->end();
}
auto commandBuffer = commandEncoder->finish();
queue->submit(commandBuffer);
queue->waitOnHost();
}
compareComputeResult(device, numbersBuffer, std::array{1.0f, 2.0f, 3.0f, 4.0f});
}
void existingDeviceHandleTestAPI(UnitTestContext* context, DeviceType deviceType)
{
if (!deviceTypeInEnabledApis(deviceType, context->enabledApis))
{
SLANG_IGNORE_TEST
}
Slang::ComPtr<IDevice> device;
DeviceDesc deviceDesc = {};
deviceDesc.deviceType = deviceType;
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 = getRHI()->createDevice(deviceDesc, device.writeRef());
if (SLANG_FAILED(createDeviceResult) || !device)
{
SLANG_IGNORE_TEST;
}
DeviceNativeHandles handles;
GFX_CHECK_CALL_ABORT(device->getNativeDeviceHandles(&handles));
Slang::ComPtr<IDevice> testDevice;
DeviceDesc testDeviceDesc = deviceDesc;
testDeviceDesc.existingDeviceHandles.handles[0] = handles.handles[0];
if (deviceType == DeviceType::Vulkan)
{
testDeviceDesc.existingDeviceHandles.handles[1] = handles.handles[1];
testDeviceDesc.existingDeviceHandles.handles[2] = handles.handles[2];
}
auto createTestDeviceResult = getRHI()->createDevice(testDeviceDesc, testDevice.writeRef());
if (SLANG_FAILED(createTestDeviceResult) || !testDevice)
{
SLANG_IGNORE_TEST;
}
existingDeviceHandleTestImpl(testDevice, context);
}
SLANG_UNIT_TEST(existingDeviceHandleD3D12)
{
return existingDeviceHandleTestAPI(unitTestContext, DeviceType::D3D12);
}
SLANG_UNIT_TEST(existingDeviceHandleVulkan)
{
return existingDeviceHandleTestAPI(unitTestContext, DeviceType::Vulkan);
}
#if SLANG_WIN64
SLANG_UNIT_TEST(existingDeviceHandleCUDA)
{
return existingDeviceHandleTestAPI(unitTestContext, DeviceType::CUDA);
}
#endif
} // namespace gfx_test
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