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#include "core/slang-basic.h"
#include "gfx-test-util.h"
#include "gfx-util/shader-cursor.h"
#include "slang-gfx.h"
#include "unit-test/slang-unit-test.h"

using namespace gfx;

namespace gfx_test
{
void setUpAndRunShader(
    IDevice* device,
    ComPtr<ITextureResource> tex,
    ComPtr<IResourceView> texView,
    ComPtr<IResourceView> bufferView,
    const char* entryPoint,
    ComPtr<ISamplerState> sampler = nullptr)
{
    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, "trivial-copy", entryPoint, slangReflection));

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

        auto& desc = *tex->getDesc();
        entryPointCursor["width"].setData(desc.size.width);
        entryPointCursor["height"].setData(desc.size.height);

        // Bind texture view to the entry point
        entryPointCursor["tex"].setResource(texView);

        if (sampler)
            entryPointCursor["sampler"].setSampler(sampler);

        // Bind buffer view to the entry point.
        entryPointCursor["buffer"].setResource(bufferView);

        encoder->dispatchCompute(1, 1, 1);
        encoder->endEncoding();
        commandBuffer->close();
        queue->executeCommandBuffer(commandBuffer);
        queue->waitOnHost();
    }
}

ComPtr<ITextureResource> createTexture(
    IDevice* device,
    ITextureResource::Extents extents,
    gfx::Format format,
    ITextureResource::SubresourceData* initialData)
{
    ITextureResource::Desc texDesc = {};
    texDesc.type = IResource::Type::Texture2D;
    texDesc.numMipLevels = 1;
    texDesc.arraySize = 1;
    texDesc.size = extents;
    texDesc.defaultState = ResourceState::UnorderedAccess;
    texDesc.allowedStates = ResourceStateSet(
        ResourceState::ShaderResource,
        ResourceState::UnorderedAccess,
        ResourceState::CopyDestination,
        ResourceState::CopySource);
    texDesc.format = format;
    texDesc.isShared = true;

    ComPtr<ITextureResource> inTex;
    GFX_CHECK_CALL_ABORT(device->createTextureResource(texDesc, initialData, inTex.writeRef()));
    return inTex;
}

ComPtr<IResourceView> createTexView(IDevice* device, ComPtr<ITextureResource> inTexture)
{
    ComPtr<IResourceView> texView;
    IResourceView::Desc texViewDesc = {};
    texViewDesc.type = IResourceView::Type::UnorderedAccess;
    texViewDesc.format =
        inTexture->getDesc()->format; // TODO: Handle typeless formats - gfxIsTypelessFormat(format)
                                      // ? convertTypelessFormat(format) : format;
    GFX_CHECK_CALL_ABORT(device->createTextureView(inTexture, texViewDesc, texView.writeRef()));
    return texView;
}

template<typename T>
ComPtr<IBufferResource> createBuffer(IDevice* device, int size, void* initialData)
{
    IBufferResource::Desc bufferDesc = {};
    bufferDesc.sizeInBytes = size * sizeof(T);
    bufferDesc.format = gfx::Format::Unknown;
    bufferDesc.elementSize = sizeof(T);
    bufferDesc.allowedStates = ResourceStateSet(
        ResourceState::ShaderResource,
        ResourceState::UnorderedAccess,
        ResourceState::CopyDestination,
        ResourceState::CopySource);
    bufferDesc.defaultState = ResourceState::UnorderedAccess;
    bufferDesc.memoryType = MemoryType::DeviceLocal;

    ComPtr<IBufferResource> outBuffer;
    GFX_CHECK_CALL_ABORT(
        device->createBufferResource(bufferDesc, initialData, outBuffer.writeRef()));
    return outBuffer;
}

ComPtr<IResourceView> createOutBufferView(IDevice* device, ComPtr<IBufferResource> outBuffer)
{
    ComPtr<IResourceView> bufferView;
    IResourceView::Desc viewDesc = {};
    viewDesc.type = IResourceView::Type::UnorderedAccess;
    viewDesc.format = Format::Unknown;
    GFX_CHECK_CALL_ABORT(
        device->createBufferView(outBuffer, nullptr, viewDesc, bufferView.writeRef()));
    return bufferView;
}

void sharedTextureTestImpl(IDevice* srcDevice, IDevice* dstDevice, UnitTestContext* context)
{
    ISamplerState::Desc samplerDesc;
    auto sampler = dstDevice->createSamplerState(samplerDesc);

    float initFloatData[16] = {0.0f};
    auto floatResults = createBuffer<float>(dstDevice, 16, initFloatData);
    auto floatBufferView = createOutBufferView(dstDevice, floatResults);

    uint32_t initUintData[16] = {0u};
    auto uintResults = createBuffer<uint32_t>(dstDevice, 16, initUintData);
    auto uintBufferView = createOutBufferView(dstDevice, uintResults);

    int32_t initIntData[16] = {0};
    auto intResults = createBuffer<uint32_t>(dstDevice, 16, initIntData);
    auto intBufferView = createOutBufferView(dstDevice, intResults);

    ITextureResource::Extents size = {};
    size.width = 2;
    size.height = 2;
    size.depth = 1;

    ITextureResource::Extents bcSize = {};
    bcSize.width = 4;
    bcSize.height = 4;
    bcSize.depth = 1;

    {
        float texData[] = {
            1.0f,
            0.0f,
            0.0f,
            1.0f,
            0.0f,
            1.0f,
            0.0f,
            1.0f,
            0.0f,
            0.0f,
            1.0f,
            1.0f,
            0.5f,
            0.5f,
            0.5f,
            1.0f};
        ITextureResource::SubresourceData subData = {(void*)texData, 32, 0};

        // Create a shareable texture using srcDevice, get its handle, then create a texture using
        // the handle using dstDevice. Read back the texture and check that its contents are
        // correct.
        auto srcTexture = createTexture(srcDevice, size, gfx::Format::R32G32B32A32_FLOAT, &subData);

        InteropHandle sharedHandle;
        GFX_CHECK_CALL_ABORT(srcTexture->getSharedHandle(&sharedHandle));
        ComPtr<ITextureResource> dstTexture;
        size_t sizeInBytes = 0;
        size_t alignment = 0;
        GFX_CHECK_CALL_ABORT(srcDevice->getTextureAllocationInfo(
            *(srcTexture->getDesc()),
            &sizeInBytes,
            &alignment));
        GFX_CHECK_CALL_ABORT(dstDevice->createTextureFromSharedHandle(
            sharedHandle,
            *(srcTexture->getDesc()),
            sizeInBytes,
            dstTexture.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(dstDevice, dstTexture, ResourceState::ShaderResource, texData, 32, 2);

        auto texView = createTexView(dstDevice, dstTexture);
        setUpAndRunShader(dstDevice, dstTexture, texView, floatBufferView, "copyTexFloat4");
        compareComputeResult(
            dstDevice,
            floatResults,
            Slang::makeArray<float>(
                1.0f,
                0.0f,
                0.0f,
                1.0f,
                0.0f,
                1.0f,
                0.0f,
                1.0f,
                0.0f,
                0.0f,
                1.0f,
                1.0f,
                0.5f,
                0.5f,
                0.5f,
                1.0f));
    }
}

void sharedTextureTestAPI(
    UnitTestContext* context,
    Slang::RenderApiFlag::Enum srcApi,
    Slang::RenderApiFlag::Enum dstApi)
{
    auto srcDevice = createTestingDevice(context, srcApi);
    auto dstDevice = createTestingDevice(context, dstApi);
    if (!srcDevice || !dstDevice)
    {
        SLANG_IGNORE_TEST;
    }

    sharedTextureTestImpl(srcDevice, dstDevice, context);
}
#if SLANG_WIN64
SLANG_UNIT_TEST(sharedTextureD3D12ToCUDA)
{
    sharedTextureTestAPI(unitTestContext, Slang::RenderApiFlag::D3D12, Slang::RenderApiFlag::CUDA);
}

SLANG_UNIT_TEST(sharedTextureVulkanToCUDA)
{
    sharedTextureTestAPI(unitTestContext, Slang::RenderApiFlag::Vulkan, Slang::RenderApiFlag::CUDA);
}
#endif
} // namespace gfx_test