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#include "core/slang-basic.h"
#include "core/slang-blob.h"
#include "core/slang-io.h"
#include "core/slang-memory-file-system.h"
#include "gfx-test-util.h"
#include "slang-rhi.h"
#include "slang-rhi/shader-cursor.h"
#include "unit-test/slang-unit-test.h"
#include <mutex>
using namespace rhi;
namespace gfx_test
{
// Test that precompiled module cache is working.
Slang::ComPtr<slang::ISession> createSession(rhi::IDevice* device, ISlangFileSystemExt* fileSys)
{
static std::mutex m;
std::lock_guard<std ::mutex> lock(m);
Slang::ComPtr<slang::ISession> slangSession;
device->getSlangSession(slangSession.writeRef());
slang::SessionDesc sessionDesc = {};
sessionDesc.searchPathCount = 1;
const char* searchPath = "cache/";
sessionDesc.searchPaths = &searchPath;
sessionDesc.targetCount = 1;
sessionDesc.compilerOptionEntryCount = 1;
slang::CompilerOptionEntry entry;
entry.name = slang::CompilerOptionName::UseUpToDateBinaryModule;
entry.value.kind = slang::CompilerOptionValueKind::Int;
entry.value.intValue0 = 1;
sessionDesc.compilerOptionEntries = &entry;
slang::TargetDesc targetDesc = {};
switch (device->getInfo().deviceType)
{
case rhi::DeviceType::D3D12:
targetDesc.format = SLANG_DXIL;
targetDesc.profile = device->getSlangSession()->getGlobalSession()->findProfile("sm_6_1");
break;
case rhi::DeviceType::Vulkan:
targetDesc.format = SLANG_SPIRV;
targetDesc.profile = device->getSlangSession()->getGlobalSession()->findProfile("GLSL_460");
break;
}
sessionDesc.targets = &targetDesc;
sessionDesc.fileSystem = fileSys;
auto globalSession = slangSession->getGlobalSession();
globalSession->createSession(sessionDesc, slangSession.writeRef());
return slangSession;
}
static Slang::Result precompileProgram(
rhi::IDevice* device,
ISlangMutableFileSystem* fileSys,
const char* shaderModuleName)
{
Slang::ComPtr<slang::ISession> slangSession = createSession(device, fileSys);
Slang::ComPtr<slang::IBlob> diagnosticsBlob;
slang::IModule* module = slangSession->loadModule(shaderModuleName, diagnosticsBlob.writeRef());
diagnoseIfNeeded(diagnosticsBlob);
if (!module)
return SLANG_FAIL;
// Write loaded modules to memory file system.
for (SlangInt i = 0; i < slangSession->getLoadedModuleCount(); i++)
{
auto module = slangSession->getLoadedModule(i);
auto path = module->getFilePath();
if (path)
{
auto name = module->getName();
ComPtr<ISlangBlob> outBlob;
module->serialize(outBlob.writeRef());
fileSys->saveFileBlob(
(Slang::String("cache/") + Slang::String(name) + ".slang-module").getBuffer(),
outBlob);
}
}
return SLANG_OK;
}
void precompiledModuleCacheTestImpl(IDevice* device, UnitTestContext* context)
{
// First, Initialize our file system.
ComPtr<ISlangMutableFileSystem> memoryFileSystem =
ComPtr<ISlangMutableFileSystem>(new Slang::MemoryFileSystem());
memoryFileSystem->createDirectory("cache");
const char* moduleSrc = R"(
import "precompiled-module-imported";
// Main entry-point.
using namespace ns;
[shader("compute")]
[numthreads(4, 1, 1)]
void computeMain(
uint3 sv_dispatchThreadID : SV_DispatchThreadID,
uniform RWStructuredBuffer <float> buffer)
{
buffer[sv_dispatchThreadID.x] = helperFunc() + helperFunc1();
}
)";
memoryFileSystem->saveFile("precompiled-module.slang", moduleSrc, strlen(moduleSrc));
const char* moduleSrc2 = R"(
module "precompiled-module-imported";
__include "precompiled-module-included.slang";
namespace ns
{
public int helperFunc()
{
return 1;
}
}
)";
memoryFileSystem->saveFile("precompiled-module-imported.slang", moduleSrc2, strlen(moduleSrc2));
const char* moduleSrc3 = R"(
implementing "precompiled-module-imported";
namespace ns
{
public int helperFunc1()
{
return 2;
}
}
)";
memoryFileSystem->saveFile("precompiled-module-included.slang", moduleSrc3, strlen(moduleSrc3));
// Precompile a module.
ComPtr<IShaderProgram> shaderProgram;
slang::ProgramLayout* slangReflection;
GFX_CHECK_CALL_ABORT(
precompileProgram(device, memoryFileSystem.get(), "precompiled-module-imported"));
// Next, load the precompiled slang program.
Slang::ComPtr<slang::ISession> slangSession = createSession(device, memoryFileSystem);
ComPtr<ISlangBlob> binaryBlob;
memoryFileSystem->loadFile(
"cache/precompiled-module-imported.slang-module",
binaryBlob.writeRef());
auto upToDate =
slangSession->isBinaryModuleUpToDate("precompiled-module-imported.slang", binaryBlob);
SLANG_CHECK(upToDate); // The module should be up-to-date.
GFX_CHECK_CALL_ABORT(loadComputeProgram(
device,
slangSession,
shaderProgram,
"precompiled-module",
"computeMain",
slangReflection));
ComputePipelineDesc pipelineDesc = {};
pipelineDesc.program = shaderProgram.get();
ComPtr<IComputePipeline> computePipeline;
GFX_CHECK_CALL_ABORT(device->createComputePipeline(pipelineDesc, computePipeline.writeRef()));
const int numberCount = 4;
float initialData[] = {0.0f, 0.0f, 0.0f, 0.0f};
BufferDesc bufferDesc = {};
bufferDesc.size = numberCount * sizeof(float);
bufferDesc.usage = BufferUsage::UnorderedAccess | BufferUsage::ShaderResource |
BufferUsage::CopySource | BufferUsage::CopyDestination;
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();
ComPtr<IShaderObject> rootObject;
device->createRootShaderObject(shaderProgram, rootObject.writeRef());
encoder->bindPipeline(computePipeline, rootObject);
ShaderCursor entryPointCursor(
rootObject->getEntryPoint(0)); // get a cursor the the first entry-point.
// Bind buffer to the entry point.
entryPointCursor.getPath("buffer").setBinding(numbersBuffer);
encoder->dispatchCompute(1, 1, 1);
encoder->end();
queue->submit(commandEncoder->finish());
queue->waitOnHost();
}
compareComputeResult(device, numbersBuffer, std::array{3.0f, 3.0f, 3.0f, 3.0f});
// Now we change the source and check if the precompiled module is still up-to-date.
const char* moduleSrc4 = R"(
implementing "precompiled-module-imported";
namespace ns {
public int helperFunc1() {
return 2;
}
}
)";
memoryFileSystem->saveFile("precompiled-module-included.slang", moduleSrc4, strlen(moduleSrc4));
slangSession = createSession(device, memoryFileSystem);
upToDate =
slangSession->isBinaryModuleUpToDate("precompiled-module-imported.slang", binaryBlob);
SLANG_CHECK(!upToDate); // The module should not be up-to-date because the source has changed.
}
SLANG_UNIT_TEST(precompiledModuleCacheD3D12)
{
runTestImpl(precompiledModuleCacheTestImpl, unitTestContext, DeviceType::D3D12, {});
}
SLANG_UNIT_TEST(precompiledModuleCacheVulkan)
{
runTestImpl(precompiledModuleCacheTestImpl, unitTestContext, DeviceType::Vulkan, {});
}
} // namespace gfx_test
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