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path: root/tools/gfx-unit-test/root-shader-parameter.cpp
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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"

using namespace gfx;

namespace gfx_test
{
    static ComPtr<IBufferResource> createBuffer(IDevice* device, uint32_t content)
    {
        ComPtr<IBufferResource> buffer;
        IBufferResource::Desc bufferDesc = {};
        bufferDesc.sizeInBytes = sizeof(uint32_t);
        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*)&content, buffer.writeRef()));

        return buffer;
    }
    void rootShaderParameterTestImpl(IDevice* device, UnitTestContext* context)
    {
        Slang::ComPtr<ITransientResourceHeap> transientHeap;
        ITransientResourceHeap::Desc transientHeapDesc = {};
        transientHeapDesc.constantBufferSize = 4096;
        GFX_CHECK_CALL_ABORT(
            device->createTransientResourceHeap(transientHeapDesc, transientHeap.writeRef()));

        ComPtr<IShaderProgram> shaderProgram;
        slang::ProgramLayout* slangReflection;
        GFX_CHECK_CALL_ABORT(loadComputeProgram(device, shaderProgram, "root-shader-parameter", "computeMain", slangReflection));

        ComputePipelineStateDesc pipelineDesc = {};
        pipelineDesc.program = shaderProgram.get();
        ComPtr<gfx::IPipelineState> pipelineState;
        GFX_CHECK_CALL_ABORT(
            device->createComputePipelineState(pipelineDesc, pipelineState.writeRef()));

        Slang::List<ComPtr<IBufferResource>> buffers;
        Slang::List<ComPtr<IResourceView>> srvs, uavs;

        for (uint32_t i = 0; i < 9; i++)
        {
            buffers.add(createBuffer(device, i == 0 ? 10 : i));

            ComPtr<IResourceView> bufferView;
            IResourceView::Desc viewDesc = {};
            viewDesc.type = IResourceView::Type::UnorderedAccess;
            viewDesc.format = Format::Unknown;
            GFX_CHECK_CALL_ABORT(
                device->createBufferView(buffers[i], nullptr, viewDesc, bufferView.writeRef()));
            uavs.add(bufferView);

            viewDesc.type = IResourceView::Type::ShaderResource;
            viewDesc.format = Format::Unknown;
            GFX_CHECK_CALL_ABORT(
                device->createBufferView(buffers[i], nullptr, viewDesc, bufferView.writeRef()));
            srvs.add(bufferView);
        }

        ComPtr<IShaderObject> rootObject;
        device->createMutableRootShaderObject(shaderProgram, rootObject.writeRef());

        ComPtr<IShaderObject> g, s1, s2;
        device->createMutableShaderObject(
            slangReflection->findTypeByName("S0"), ShaderObjectContainerType::None, g.writeRef());
        device->createMutableShaderObject(
            slangReflection->findTypeByName("S1"), ShaderObjectContainerType::None, s1.writeRef());
        device->createMutableShaderObject(
            slangReflection->findTypeByName("S1"), ShaderObjectContainerType::None, s2.writeRef());

        {
            auto cursor = ShaderCursor(s1);
            cursor["c0"].setResource(srvs[2]);
            cursor["c1"].setResource(uavs[3]);
            cursor["c2"].setResource(srvs[4]);
        }
        {
            auto cursor = ShaderCursor(s2);
            cursor["c0"].setResource(srvs[5]);
            cursor["c1"].setResource(uavs[6]);
            cursor["c2"].setResource(srvs[7]);
        }
        {
            auto cursor = ShaderCursor(g);
            cursor["b0"].setResource(srvs[0]);
            cursor["b1"].setResource(srvs[1]);
            cursor["s1"].setObject(s1);
            cursor["s2"].setObject(s2);
        }
        {
            auto cursor = ShaderCursor(rootObject);
            cursor["g"].setObject(g);
            cursor["buffer"].setResource(uavs[8]);
        }

        {
            ICommandQueue::Desc queueDesc = { ICommandQueue::QueueType::Graphics };
            auto queue = device->createCommandQueue(queueDesc);

            auto commandBuffer = transientHeap->createCommandBuffer();
            {
                auto encoder = commandBuffer->encodeComputeCommands();
                encoder->bindPipelineWithRootObject(pipelineState, rootObject);
                encoder->dispatchCompute(1, 1, 1);
                encoder->endEncoding();
            }

            commandBuffer->close();
            queue->executeCommandBuffer(commandBuffer);
            queue->waitOnHost();
        }

        compareComputeResult(
            device, buffers[8], Slang::makeArray<uint32_t>(10 - 1 + 2 - 3 + 4 + 5 - 6 + 7));
    }

    SLANG_UNIT_TEST(rootShaderParameterD3D12)
    {
        runTestImpl(rootShaderParameterTestImpl, unitTestContext, Slang::RenderApiFlag::D3D12);
    }

    SLANG_UNIT_TEST(rootShaderParameterVulkan)
    {
        runTestImpl(rootShaderParameterTestImpl, unitTestContext, Slang::RenderApiFlag::Vulkan);
    }
}