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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
{
Slang::ComPtr<IBuffer> createBuffer(IDevice* device, uint32_t data, ResourceState defaultState)
{
uint32_t initialData[] = {data, data, data, data};
const int numberCount = SLANG_COUNT_OF(initialData);
BufferDesc bufferDesc = {};
bufferDesc.size = sizeof(initialData);
bufferDesc.format = rhi::Format::Undefined;
bufferDesc.elementSize = sizeof(uint32_t) * 4;
bufferDesc.defaultState = defaultState;
bufferDesc.memoryType = MemoryType::DeviceLocal;
// Set appropriate usage flags based on the default state
if (defaultState == ResourceState::ShaderResource)
{
bufferDesc.usage = BufferUsage::ShaderResource;
}
else if (defaultState == ResourceState::UnorderedAccess)
{
bufferDesc.usage = BufferUsage::UnorderedAccess | BufferUsage::CopySource;
}
ComPtr<IBuffer> numbersBuffer;
GFX_CHECK_CALL_ABORT(
device->createBuffer(bufferDesc, (void*)initialData, numbersBuffer.writeRef()));
return numbersBuffer;
}
struct uint4
{
uint32_t x, y, z, w;
};
void nestedParameterBlockTestImpl(IDevice* device, UnitTestContext* context)
{
ComPtr<IShaderProgram> shaderProgram;
slang::ProgramLayout* slangReflection;
GFX_CHECK_CALL_ABORT(loadComputeProgram(
device,
shaderProgram,
"nested-parameter-block",
"computeMain",
slangReflection));
ComputePipelineDesc pipelineDesc = {};
pipelineDesc.program = shaderProgram.get();
ComPtr<rhi::IComputePipeline> pipeline;
pipeline = device->createComputePipeline(pipelineDesc);
ComPtr<IShaderObject> shaderObject;
SLANG_CHECK(
SLANG_SUCCEEDED(device->createRootShaderObject(shaderProgram, shaderObject.writeRef())));
Slang::List<Slang::ComPtr<IBuffer>> srvBuffers;
for (uint32_t i = 0; i < 6; i++)
{
srvBuffers.add(createBuffer(device, i, rhi::ResourceState::ShaderResource));
}
Slang::ComPtr<IBuffer> resultBuffer =
createBuffer(device, 0, rhi::ResourceState::UnorderedAccess);
Slang::ComPtr<IShaderObject> materialObject;
SLANG_CHECK(SLANG_SUCCEEDED(device->createShaderObject(
slangReflection->findTypeByName("MaterialSystem"),
ShaderObjectContainerType::None,
materialObject.writeRef())));
Slang::ComPtr<IShaderObject> sceneObject;
SLANG_CHECK(SLANG_SUCCEEDED(device->createShaderObject(
slangReflection->findTypeByName("Scene"),
ShaderObjectContainerType::None,
sceneObject.writeRef())));
ShaderCursor cursor(shaderObject);
cursor["resultBuffer"].setBinding(Binding(resultBuffer));
cursor["scene"].setObject(sceneObject);
Slang::ComPtr<IShaderObject> globalCB;
SLANG_CHECK(SLANG_SUCCEEDED(device->createShaderObject(
cursor[0].getTypeLayout()->getType(),
ShaderObjectContainerType::None,
globalCB.writeRef())));
cursor[0].setObject(globalCB);
auto initialData = uint4{20, 20, 20, 20};
globalCB->setData(ShaderOffset(), &initialData, sizeof(initialData));
ShaderCursor sceneCursor(sceneObject);
sceneCursor["sceneCb"].setData(uint4{100, 100, 100, 100});
sceneCursor["data"].setBinding(Binding(srvBuffers[1]));
sceneCursor["material"].setObject(materialObject);
ShaderCursor materialCursor(materialObject);
materialCursor["cb"].setData(uint4{1000, 1000, 1000, 1000});
materialCursor["data"].setBinding(Binding(srvBuffers[2]));
// 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();
encoder->bindPipeline(pipeline, shaderObject);
encoder->dispatchCompute(1, 1, 1);
encoder->end();
queue->submit(commandEncoder->finish());
queue->waitOnHost();
}
compareComputeResult(device, resultBuffer, std::array{1123u, 1123u, 1123u, 1123u});
}
SLANG_UNIT_TEST(nestedParameterBlockTestD3D12)
{
runTestImpl(nestedParameterBlockTestImpl, unitTestContext, DeviceType::D3D12);
}
SLANG_UNIT_TEST(nestedParameterBlockTestVulkan)
{
runTestImpl(nestedParameterBlockTestImpl, unitTestContext, DeviceType::Vulkan);
}
} // namespace gfx_test
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