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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
{
void sharedBufferTestImpl(IDevice* srcDevice, IDevice* dstDevice, UnitTestContext* context)
{
// Create a shareable buffer using srcDevice, get its handle, then create a buffer using the
// handle using dstDevice. Read back the buffer and check that its contents are correct.
const int numberCount = 4;
float initialData[] = {0.0f, 1.0f, 2.0f, 3.0f};
BufferDesc bufferDesc = {};
bufferDesc.size = numberCount * sizeof(float);
bufferDesc.format = rhi::Format::Undefined;
bufferDesc.elementSize = sizeof(float);
bufferDesc.usage = BufferUsage::ShaderResource | BufferUsage::UnorderedAccess |
BufferUsage::CopySource | BufferUsage::CopyDestination | BufferUsage::Shared;
bufferDesc.defaultState = ResourceState::UnorderedAccess;
bufferDesc.memoryType = MemoryType::DeviceLocal;
ComPtr<IBuffer> srcBuffer;
GFX_CHECK_CALL_ABORT(
srcDevice->createBuffer(bufferDesc, (void*)initialData, srcBuffer.writeRef()));
NativeHandle sharedHandle;
GFX_CHECK_CALL_ABORT(srcBuffer->getSharedHandle(&sharedHandle));
ComPtr<IBuffer> dstBuffer;
GFX_CHECK_CALL_ABORT(
dstDevice->createBufferFromSharedHandle(sharedHandle, bufferDesc, dstBuffer.writeRef()));
// Reading back the buffer from srcDevice to make sure it's been filled in before reading
// anything back from dstDevice
// TODO: Implement actual synchronization (and not this hacky solution)
compareComputeResult(srcDevice, srcBuffer, std::array{0.0f, 1.0f, 2.0f, 3.0f});
NativeHandle testHandle;
GFX_CHECK_CALL_ABORT(dstBuffer->getNativeHandle(&testHandle));
const BufferDesc& testDesc = dstBuffer->getDesc();
SLANG_CHECK(testDesc.elementSize == sizeof(float));
SLANG_CHECK(testDesc.size == numberCount * sizeof(float));
compareComputeResult(dstDevice, dstBuffer, std::array{0.0f, 1.0f, 2.0f, 3.0f});
// Check that dstBuffer can be successfully used in a compute dispatch using dstDevice.
ComPtr<IShaderProgram> shaderProgram;
slang::ProgramLayout* slangReflection;
GFX_CHECK_CALL_ABORT(loadComputeProgram(
dstDevice,
shaderProgram,
"compute-trivial",
"computeMain",
slangReflection));
ComputePipelineDesc pipelineDesc = {};
pipelineDesc.program = shaderProgram.get();
ComPtr<IComputePipeline> pipelineState;
GFX_CHECK_CALL_ABORT(dstDevice->createComputePipeline(pipelineDesc, pipelineState.writeRef()));
auto queue = dstDevice->getQueue(QueueType::Graphics);
auto commandEncoder = queue->createCommandEncoder();
auto computePassEncoder = commandEncoder->beginComputePass();
auto rootObject = computePassEncoder->bindPipeline(pipelineState);
ShaderCursor rootCursor(rootObject);
// Bind buffer to the entry point.
rootCursor.getPath("buffer").setBinding(Binding(dstBuffer));
computePassEncoder->dispatchCompute(1, 1, 1);
computePassEncoder->end();
auto commandBuffer = commandEncoder->finish();
queue->submit(commandBuffer);
queue->waitOnHost();
compareComputeResult(dstDevice, dstBuffer, std::array{1.0f, 2.0f, 3.0f, 4.0f});
}
void sharedBufferTestAPI(UnitTestContext* context, DeviceType srcApi, DeviceType dstApi)
{
auto srcDevice = createTestingDevice(context, srcApi);
auto dstDevice = createTestingDevice(context, dstApi);
if (!srcDevice || !dstDevice)
{
SLANG_IGNORE_TEST;
}
sharedBufferTestImpl(srcDevice, dstDevice, context);
}
#if SLANG_WIN64
SLANG_UNIT_TEST(sharedBufferD3D12ToCUDA)
{
sharedBufferTestAPI(unitTestContext, DeviceType::D3D12, DeviceType::CUDA);
}
SLANG_UNIT_TEST(sharedBufferVulkanToCUDA)
{
sharedBufferTestAPI(unitTestContext, DeviceType::Vulkan, DeviceType::CUDA);
}
#endif
} // namespace gfx_test
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