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#include "renderer-shared.h"
#include "core/slang-io.h"
#include "core/slang-token-reader.h"
using namespace Slang;
namespace gfx
{
const Slang::Guid GfxGUID::IID_ISlangUnknown = SLANG_UUID_ISlangUnknown;
const Slang::Guid GfxGUID::IID_IShaderProgram = SLANG_UUID_IShaderProgram;
const Slang::Guid GfxGUID::IID_IInputLayout = SLANG_UUID_IInputLayout;
const Slang::Guid GfxGUID::IID_IPipelineState = SLANG_UUID_IPipelineState;
const Slang::Guid GfxGUID::IID_ITransientResourceHeap = SLANG_UUID_ITransientResourceHeap;
const Slang::Guid GfxGUID::IID_IResourceView = SLANG_UUID_IResourceView;
const Slang::Guid GfxGUID::IID_IFramebuffer = SLANG_UUID_IFrameBuffer;
const Slang::Guid GfxGUID::IID_IFramebufferLayout = SLANG_UUID_IFramebufferLayout;
const Slang::Guid GfxGUID::IID_ISwapchain = SLANG_UUID_ISwapchain;
const Slang::Guid GfxGUID::IID_ISamplerState = SLANG_UUID_ISamplerState;
const Slang::Guid GfxGUID::IID_IResource = SLANG_UUID_IResource;
const Slang::Guid GfxGUID::IID_IBufferResource = SLANG_UUID_IBufferResource;
const Slang::Guid GfxGUID::IID_ITextureResource = SLANG_UUID_ITextureResource;
const Slang::Guid GfxGUID::IID_IDevice = SLANG_UUID_IDevice;
const Slang::Guid GfxGUID::IID_IShaderObject = SLANG_UUID_IShaderObject;
const Slang::Guid GfxGUID::IID_IRenderPassLayout = SLANG_UUID_IRenderPassLayout;
const Slang::Guid GfxGUID::IID_ICommandEncoder = SLANG_UUID_ICommandEncoder;
const Slang::Guid GfxGUID::IID_IRenderCommandEncoder = SLANG_UUID_IRenderCommandEncoder;
const Slang::Guid GfxGUID::IID_IComputeCommandEncoder = SLANG_UUID_IComputeCommandEncoder;
const Slang::Guid GfxGUID::IID_IResourceCommandEncoder = SLANG_UUID_IResourceCommandEncoder;
const Slang::Guid GfxGUID::IID_ICommandBuffer = SLANG_UUID_ICommandBuffer;
const Slang::Guid GfxGUID::IID_ICommandQueue = SLANG_UUID_ICommandQueue;
gfx::StageType translateStage(SlangStage slangStage)
{
switch (slangStage)
{
default:
SLANG_ASSERT(!"unhandled case");
return gfx::StageType::Unknown;
#define CASE(FROM, TO) \
case SLANG_STAGE_##FROM: \
return gfx::StageType::TO
CASE(VERTEX, Vertex);
CASE(HULL, Hull);
CASE(DOMAIN, Domain);
CASE(GEOMETRY, Geometry);
CASE(FRAGMENT, Fragment);
CASE(COMPUTE, Compute);
CASE(RAY_GENERATION, RayGeneration);
CASE(INTERSECTION, Intersection);
CASE(ANY_HIT, AnyHit);
CASE(CLOSEST_HIT, ClosestHit);
CASE(MISS, Miss);
CASE(CALLABLE, Callable);
#undef CASE
}
}
IResource* BufferResource::getInterface(const Slang::Guid& guid)
{
if (guid == GfxGUID::IID_ISlangUnknown || guid == GfxGUID::IID_IResource ||
guid == GfxGUID::IID_IBufferResource)
return static_cast<IBufferResource*>(this);
return nullptr;
}
SLANG_NO_THROW IResource::Type SLANG_MCALL BufferResource::getType() { return m_type; }
SLANG_NO_THROW IBufferResource::Desc* SLANG_MCALL BufferResource::getDesc() { return &m_desc; }
IResource* TextureResource::getInterface(const Slang::Guid& guid)
{
if (guid == GfxGUID::IID_ISlangUnknown || guid == GfxGUID::IID_IResource ||
guid == GfxGUID::IID_ITextureResource)
return static_cast<ITextureResource*>(this);
return nullptr;
}
SLANG_NO_THROW IResource::Type SLANG_MCALL TextureResource::getType() { return m_type; }
SLANG_NO_THROW ITextureResource::Desc* SLANG_MCALL TextureResource::getDesc() { return &m_desc; }
gfx::StageType mapStage(SlangStage stage)
{
switch( stage )
{
default:
return gfx::StageType::Unknown;
case SLANG_STAGE_AMPLIFICATION: return gfx::StageType::Amplification;
case SLANG_STAGE_ANY_HIT: return gfx::StageType::AnyHit;
case SLANG_STAGE_CALLABLE: return gfx::StageType::Callable;
case SLANG_STAGE_CLOSEST_HIT: return gfx::StageType::ClosestHit;
case SLANG_STAGE_COMPUTE: return gfx::StageType::Compute;
case SLANG_STAGE_DOMAIN: return gfx::StageType::Domain;
case SLANG_STAGE_FRAGMENT: return gfx::StageType::Fragment;
case SLANG_STAGE_GEOMETRY: return gfx::StageType::Geometry;
case SLANG_STAGE_HULL: return gfx::StageType::Hull;
case SLANG_STAGE_INTERSECTION: return gfx::StageType::Intersection;
case SLANG_STAGE_MESH: return gfx::StageType::Mesh;
case SLANG_STAGE_MISS: return gfx::StageType::Miss;
case SLANG_STAGE_RAY_GENERATION: return gfx::StageType::RayGeneration;
case SLANG_STAGE_VERTEX: return gfx::StageType::Vertex;
}
}
IShaderObject* gfx::ShaderObjectBase::getInterface(const Guid& guid)
{
if (guid == GfxGUID::IID_ISlangUnknown || guid == GfxGUID::IID_IShaderObject)
return static_cast<IShaderObject*>(this);
return nullptr;
}
bool gfx::ShaderObjectBase::_doesValueFitInExistentialPayload(
slang::TypeLayoutReflection* concreteTypeLayout,
slang::TypeLayoutReflection* existentialTypeLayout)
{
// Our task here is to figure out if a value of `concreteTypeLayout`
// can fit into an existential value using `existentialTypelayout`.
// We can start by asking how many bytes the concrete type of the object consumes.
//
auto concreteValueSize = concreteTypeLayout->getSize();
// We can also compute how many bytes the existential-type value provides,
// but we need to remember that the *payload* part of that value comes after
// the header with RTTI and witness-table IDs, so the payload is 16 bytes
// smaller than the entire value.
//
auto existentialValueSize = existentialTypeLayout->getSize();
auto existentialPayloadSize = existentialValueSize - 16;
// If the concrete type consumes more ordinary bytes than we have in the payload,
// it cannot possibly fit.
//
if(concreteValueSize > existentialPayloadSize)
return false;
// It is possible that the ordinary bytes of `concreteTypeLayout` can fit
// in the payload, but that type might also use storage other than ordinary
// bytes. In that case, the value would *not* fit, because all the non-ordinary
// data can't fit in the payload at all.
//
auto categoryCount = concreteTypeLayout->getCategoryCount();
for(unsigned int i = 0; i < categoryCount; ++i)
{
auto category = concreteTypeLayout->getCategoryByIndex(i);
switch(category)
{
// We want to ignore any ordinary/uniform data usage, since that
// was already checked above.
//
case slang::ParameterCategory::Uniform:
break;
// Any other kind of data consumed means the value cannot possibly fit.
default:
return false;
// TODO: Are there any cases of resource usage that need to be ignored here?
// E.g., if the sub-object contains its own existential-type fields (which
// get reflected as consuming "existential value" storage) should that be
// ignored?
}
}
// If we didn't reject the concrete type above for either its ordinary
// data or some use of non-ordinary data, then it seems like it must fit.
//
return true;
}
IShaderProgram* gfx::ShaderProgramBase::getInterface(const Guid& guid)
{
if (guid == GfxGUID::IID_ISlangUnknown || guid == GfxGUID::IID_IShaderProgram)
return static_cast<IShaderProgram*>(this);
return nullptr;
}
IInputLayout* gfx::InputLayoutBase::getInterface(const Guid& guid)
{
if (guid == GfxGUID::IID_ISlangUnknown || guid == GfxGUID::IID_IInputLayout)
return static_cast<IInputLayout*>(this);
return nullptr;
}
IFramebufferLayout* gfx::FramebufferLayoutBase::getInterface(const Guid& guid)
{
if (guid == GfxGUID::IID_ISlangUnknown || guid == GfxGUID::IID_IFramebufferLayout)
return static_cast<IFramebufferLayout*>(this);
return nullptr;
}
IPipelineState* gfx::PipelineStateBase::getInterface(const Guid& guid)
{
if (guid == GfxGUID::IID_ISlangUnknown || guid == GfxGUID::IID_IPipelineState)
return static_cast<IPipelineState*>(this);
return nullptr;
}
void PipelineStateBase::initializeBase(const PipelineStateDesc& inDesc)
{
desc = inDesc;
auto program = desc.getProgram();
m_program = program;
isSpecializable = (program->slangProgram && program->slangProgram->getSpecializationParamCount() != 0);
// Hold a strong reference to inputLayout and framebufferLayout objects to prevent it from
// destruction.
if (inDesc.type == PipelineType::Graphics)
{
inputLayout = static_cast<InputLayoutBase*>(inDesc.graphics.inputLayout);
framebufferLayout = static_cast<FramebufferLayoutBase*>(inDesc.graphics.framebufferLayout);
}
}
IDevice* gfx::RendererBase::getInterface(const Guid& guid)
{
return (guid == GfxGUID::IID_ISlangUnknown || guid == GfxGUID::IID_IDevice)
? static_cast<IDevice*>(this)
: nullptr;
}
SLANG_NO_THROW Result SLANG_MCALL RendererBase::initialize(const Desc& desc)
{
return SLANG_OK;
}
SLANG_NO_THROW Result SLANG_MCALL RendererBase::getFeatures(
const char** outFeatures, UInt bufferSize, UInt* outFeatureCount)
{
if (bufferSize >= (UInt)m_features.getCount())
{
for (Index i = 0; i < m_features.getCount(); i++)
{
outFeatures[i] = m_features[i].getUnownedSlice().begin();
}
}
if (outFeatureCount)
*outFeatureCount = (UInt)m_features.getCount();
return SLANG_OK;
}
SLANG_NO_THROW bool SLANG_MCALL RendererBase::hasFeature(const char* featureName)
{
return m_features.findFirstIndex([&](Slang::String x) { return x == featureName; }) != -1;
}
SLANG_NO_THROW Result SLANG_MCALL RendererBase::getSlangSession(slang::ISession** outSlangSession)
{
*outSlangSession = slangContext.session.get();
slangContext.session->addRef();
return SLANG_OK;
}
SLANG_NO_THROW Result SLANG_MCALL RendererBase::createShaderObject(slang::TypeReflection* type, IShaderObject** outObject)
{
RefPtr<ShaderObjectLayoutBase> shaderObjectLayout;
SLANG_RETURN_FALSE_ON_FAIL(getShaderObjectLayout(type, shaderObjectLayout.writeRef()));
return createShaderObject(shaderObjectLayout, outObject);
}
Result RendererBase::getShaderObjectLayout(
slang::TypeReflection* type,
ShaderObjectLayoutBase** outLayout)
{
RefPtr<ShaderObjectLayoutBase> shaderObjectLayout;
if( !m_shaderObjectLayoutCache.TryGetValue(type, shaderObjectLayout) )
{
auto typeLayout = slangContext.session->getTypeLayout(type);
SLANG_RETURN_ON_FAIL(createShaderObjectLayout(typeLayout, shaderObjectLayout.writeRef()));
m_shaderObjectLayoutCache.Add(type, shaderObjectLayout);
}
*outLayout = shaderObjectLayout.detach();
return SLANG_OK;
}
ShaderComponentID ShaderCache::getComponentId(slang::TypeReflection* type)
{
ComponentKey key;
key.typeName = UnownedStringSlice(type->getName());
switch (type->getKind())
{
case slang::TypeReflection::Kind::Specialized:
{
auto baseType = type->getElementType();
StringBuilder builder;
builder.append(UnownedTerminatedStringSlice(baseType->getName()));
auto rawType = (SlangReflectionType*) type;
builder.appendChar('<');
SlangInt argCount = spReflectionType_getSpecializedTypeArgCount(rawType);
for(SlangInt a = 0; a < argCount; ++a)
{
if(a != 0) builder.appendChar(',');
if(auto rawArgType = spReflectionType_getSpecializedTypeArgType(rawType, a))
{
auto argType = (slang::TypeReflection*) rawArgType;
builder.append(argType->getName());
}
}
builder.appendChar('>');
key.typeName = builder.getUnownedSlice();
key.updateHash();
return getComponentId(key);
}
// TODO: collect specialization arguments and append them to `key`.
SLANG_UNIMPLEMENTED_X("specialized type");
default:
break;
}
key.updateHash();
return getComponentId(key);
}
ShaderComponentID ShaderCache::getComponentId(UnownedStringSlice name)
{
ComponentKey key;
key.typeName = name;
key.updateHash();
return getComponentId(key);
}
ShaderComponentID ShaderCache::getComponentId(ComponentKey key)
{
ShaderComponentID componentId = 0;
if (componentIds.TryGetValue(key, componentId))
return componentId;
OwningComponentKey owningTypeKey;
owningTypeKey.hash = key.hash;
owningTypeKey.typeName = key.typeName;
owningTypeKey.specializationArgs.addRange(key.specializationArgs);
ShaderComponentID resultId = static_cast<ShaderComponentID>(componentIds.Count());
componentIds[owningTypeKey] = resultId;
return resultId;
}
void ShaderCache::addSpecializedPipeline(PipelineKey key, Slang::RefPtr<PipelineStateBase> specializedPipeline)
{
specializedPipelines[key] = specializedPipeline;
}
void ShaderObjectLayoutBase::initBase(RendererBase* renderer, slang::TypeLayoutReflection* elementTypeLayout)
{
m_renderer = renderer;
m_elementTypeLayout = elementTypeLayout;
m_componentID = m_renderer->shaderCache.getComponentId(m_elementTypeLayout->getType());
}
// Get the final type this shader object represents. If the shader object's type has existential fields,
// this function will return a specialized type using the bound sub-objects' type as specialization argument.
Result ShaderObjectBase::getSpecializedShaderObjectType(ExtendedShaderObjectType* outType)
{
return _getSpecializedShaderObjectType(outType);
}
Result ShaderObjectBase::_getSpecializedShaderObjectType(ExtendedShaderObjectType* outType)
{
if (shaderObjectType.slangType)
*outType = shaderObjectType;
ExtendedShaderObjectTypeList specializationArgs;
SLANG_RETURN_ON_FAIL(collectSpecializationArgs(specializationArgs));
if (specializationArgs.getCount() == 0)
{
shaderObjectType.componentID = getLayout()->getComponentID();
shaderObjectType.slangType = getLayout()->getElementTypeLayout()->getType();
}
else
{
shaderObjectType.slangType = getRenderer()->slangContext.session->specializeType(
getElementTypeLayout()->getType(),
specializationArgs.components.getArrayView().getBuffer(), specializationArgs.getCount());
shaderObjectType.componentID = getRenderer()->shaderCache.getComponentId(shaderObjectType.slangType);
}
*outType = shaderObjectType;
return SLANG_OK;
}
Result RendererBase::maybeSpecializePipeline(
PipelineStateBase* currentPipeline,
ShaderObjectBase* rootObject,
RefPtr<PipelineStateBase>& outNewPipeline)
{
outNewPipeline = static_cast<PipelineStateBase*>(currentPipeline);
auto pipelineType = currentPipeline->desc.type;
if (currentPipeline->unspecializedPipelineState)
currentPipeline = currentPipeline->unspecializedPipelineState;
// If the currently bound pipeline is specializable, we need to specialize it based on bound shader objects.
if (currentPipeline->isSpecializable)
{
specializationArgs.clear();
SLANG_RETURN_ON_FAIL(rootObject->collectSpecializationArgs(specializationArgs));
// Construct a shader cache key that represents the specialized shader kernels.
PipelineKey pipelineKey;
pipelineKey.pipeline = currentPipeline;
pipelineKey.specializationArgs.addRange(specializationArgs.componentIDs);
pipelineKey.updateHash();
RefPtr<PipelineStateBase> specializedPipelineState = shaderCache.getSpecializedPipelineState(pipelineKey);
// Try to find specialized pipeline from shader cache.
if (!specializedPipelineState)
{
auto unspecializedProgram = static_cast<ShaderProgramBase*>(pipelineType == PipelineType::Compute
? currentPipeline->desc.compute.program
: currentPipeline->desc.graphics.program);
auto unspecializedProgramLayout = unspecializedProgram->slangProgram->getLayout();
ComPtr<slang::IComponentType> specializedComponentType;
ComPtr<slang::IBlob> diagnosticBlob;
auto compileRs = unspecializedProgram->slangProgram->specialize(
specializationArgs.components.getArrayView().getBuffer(),
specializationArgs.getCount(),
specializedComponentType.writeRef(),
diagnosticBlob.writeRef());
if (compileRs != SLANG_OK)
{
printf("%s\n", (char*)diagnosticBlob->getBufferPointer());
return SLANG_FAIL;
}
// Now create specialized shader program using compiled binaries.
ComPtr<IShaderProgram> specializedProgram;
IShaderProgram::Desc specializedProgramDesc = {};
specializedProgramDesc.slangProgram = specializedComponentType;
specializedProgramDesc.pipelineType = pipelineType;
SLANG_RETURN_ON_FAIL(createProgram(specializedProgramDesc, specializedProgram.writeRef()));
// Create specialized pipeline state.
ComPtr<IPipelineState> specializedPipelineComPtr;
switch (pipelineType)
{
case PipelineType::Compute:
{
auto pipelineDesc = currentPipeline->desc.compute;
pipelineDesc.program = specializedProgram;
SLANG_RETURN_ON_FAIL(
createComputePipelineState(pipelineDesc, specializedPipelineComPtr.writeRef()));
break;
}
case PipelineType::Graphics:
{
auto pipelineDesc = currentPipeline->desc.graphics;
pipelineDesc.program = specializedProgram;
SLANG_RETURN_ON_FAIL(createGraphicsPipelineState(
pipelineDesc, specializedPipelineComPtr.writeRef()));
break;
}
default:
break;
}
specializedPipelineState =
static_cast<PipelineStateBase*>(specializedPipelineComPtr.get());
specializedPipelineState->unspecializedPipelineState = currentPipeline;
shaderCache.addSpecializedPipeline(pipelineKey, specializedPipelineState);
}
auto specializedPipelineStateBase = static_cast<PipelineStateBase*>(specializedPipelineState.Ptr());
outNewPipeline = specializedPipelineStateBase;
}
return SLANG_OK;
}
IDebugCallback*& _getDebugCallback()
{
static IDebugCallback* callback = nullptr;
return callback;
}
class NullDebugCallback : public IDebugCallback
{
public:
virtual SLANG_NO_THROW void SLANG_MCALL
handleMessage(DebugMessageType type, DebugMessageSource source, const char* message) override
{
SLANG_UNUSED(type);
SLANG_UNUSED(source);
SLANG_UNUSED(message);
}
};
IDebugCallback* _getNullDebugCallback()
{
static NullDebugCallback result = {};
return &result;
}
} // namespace gfx
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