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#include "core/slang-basic.h"
#include "core/slang-blob.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"
using namespace rhi;
namespace gfx_test
{
static Slang::Result precompileProgram(
IDevice* device,
ISlangMutableFileSystem* fileSys,
const char* shaderModuleName)
{
Slang::ComPtr<slang::ISession> slangSession;
SLANG_RETURN_ON_FAIL(device->getSlangSession(slangSession.writeRef()));
slang::SessionDesc sessionDesc = {};
auto searchPaths = getSlangSearchPaths();
sessionDesc.searchPathCount = searchPaths.getCount();
sessionDesc.searchPaths = searchPaths.getBuffer();
auto globalSession = slangSession->getGlobalSession();
globalSession->createSession(sessionDesc, slangSession.writeRef());
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(name) + ".slang-module").getBuffer(), outBlob);
}
}
return SLANG_OK;
}
void precompiledModuleTestImpl(IDevice* device, UnitTestContext* context)
{
// First, load and compile the slang source.
ComPtr<ISlangMutableFileSystem> memoryFileSystem =
ComPtr<ISlangMutableFileSystem>(new Slang::MemoryFileSystem());
ComPtr<IShaderProgram> shaderProgram;
slang::ProgramLayout* slangReflection;
GFX_CHECK_CALL_ABORT(precompileProgram(device, memoryFileSystem.get(), "precompiled-module"));
// Next, load the precompiled slang program.
Slang::ComPtr<slang::ISession> slangSession;
device->getSlangSession(slangSession.writeRef());
slang::SessionDesc sessionDesc = {};
sessionDesc.targetCount = 1;
slang::TargetDesc targetDesc = {};
switch (device->getInfo().deviceType)
{
case DeviceType::D3D12:
targetDesc.format = SLANG_DXIL;
targetDesc.profile = device->getSlangSession()->getGlobalSession()->findProfile("sm_6_1");
break;
case DeviceType::Vulkan:
targetDesc.format = SLANG_SPIRV;
targetDesc.profile = device->getSlangSession()->getGlobalSession()->findProfile("GLSL_460");
break;
}
sessionDesc.targets = &targetDesc;
sessionDesc.fileSystem = memoryFileSystem.get();
auto globalSession = slangSession->getGlobalSession();
globalSession->createSession(sessionDesc, slangSession.writeRef());
GFX_CHECK_CALL_ABORT(loadComputeProgram(
device,
slangSession,
shaderProgram,
"precompiled-module",
"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, 0.0f, 0.0f, 0.0f};
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 entryPointCursor(
rootObject->getEntryPoint(0)); // get a cursor the the first entry-point.
// Bind buffer directly to the entry point.
entryPointCursor.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{3.0f, 3.0f, 3.0f, 3.0f});
}
SLANG_UNIT_TEST(precompiledModuleD3D12)
{
runTestImpl(precompiledModuleTestImpl, unitTestContext, DeviceType::D3D12);
}
SLANG_UNIT_TEST(precompiledModuleVulkan)
{
runTestImpl(precompiledModuleTestImpl, unitTestContext, DeviceType::Vulkan);
}
} // namespace gfx_test
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