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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 uint16BufferTestImpl(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, "uint16-buffer", "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;
uint16_t initialData[] = {0, 1, 2, 3};
IBufferResource::Desc bufferDesc = {};
bufferDesc.sizeInBytes = numberCount * sizeof(uint16_t);
bufferDesc.format = gfx::Format::Unknown;
// Note: we don't specify any element size here, and gfx should be able to derive the
// correct element size from the reflection infomation.
bufferDesc.elementSize = 0;
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);
// Bind buffer view to the entry point.
ShaderCursor(rootObject).getPath("buffer").setResource(bufferView);
encoder->dispatchCompute(1, 1, 1);
encoder->endEncoding();
commandBuffer->close();
queue->executeCommandBuffer(commandBuffer);
queue->waitOnHost();
}
compareComputeResult(device, numbersBuffer, Slang::makeArray<uint16_t>(1, 2, 3, 4));
}
SLANG_UNIT_TEST(uint16BufferTestD3D12)
{
runTestImpl(uint16BufferTestImpl, unitTestContext, Slang::RenderApiFlag::D3D12);
}
SLANG_UNIT_TEST(uint16BufferTestVulkan)
{
runTestImpl(uint16BufferTestImpl, unitTestContext, Slang::RenderApiFlag::Vulkan);
}
} // namespace gfx_test
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