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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"
#include "source/core/slang-blob.h"
#include "source/core/slang-memory-file-system.h"
using namespace gfx;
namespace gfx_test
{
static Slang::Result precompileProgram(
gfx::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)
{
Slang::ComPtr<ITransientResourceHeap> transientHeap;
ITransientResourceHeap::Desc transientHeapDesc = {};
transientHeapDesc.constantBufferSize = 4096;
GFX_CHECK_CALL_ABORT(
device->createTransientResourceHeap(transientHeapDesc, transientHeap.writeRef()));
// 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->getDeviceInfo().deviceType)
{
case gfx::DeviceType::DirectX12:
targetDesc.format = SLANG_DXIL;
targetDesc.profile = device->getSlangSession()->getGlobalSession()->findProfile("sm_6_1");
break;
case gfx::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));
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, 0.0f, 0.0f, 0.0f };
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> numbersBuffer;
GFX_CHECK_CALL_ABORT(device->createBufferResource(
bufferDesc,
(void*)initialData,
numbersBuffer.writeRef()));
ComPtr<IResourceView> bufferView;
IResourceView::Desc viewDesc = {};
viewDesc.type = IResourceView::Type::UnorderedAccess;
viewDesc.format = Format::Unknown;
GFX_CHECK_CALL_ABORT(
device->createBufferView(numbersBuffer, nullptr, 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 entryPointCursor(
rootObject->getEntryPoint(0)); // get a cursor the the first entry-point.
// Bind buffer view to the entry point.
entryPointCursor.getPath("buffer").setResource(bufferView);
encoder->dispatchCompute(1, 1, 1);
encoder->endEncoding();
commandBuffer->close();
queue->executeCommandBuffer(commandBuffer);
queue->waitOnHost();
}
compareComputeResult(
device,
numbersBuffer,
Slang::makeArray<float>(3.0f, 3.0f, 3.0f, 3.0f));
}
SLANG_UNIT_TEST(precompiledModuleD3D12)
{
runTestImpl(precompiledModuleTestImpl, unitTestContext, Slang::RenderApiFlag::D3D12);
}
SLANG_UNIT_TEST(precompiledModuleVulkan)
{
runTestImpl(precompiledModuleTestImpl, unitTestContext, Slang::RenderApiFlag::Vulkan);
}
}
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