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// main.cpp

#include "options.h"
#include "render.h"
#include "render-d3d11.h"
#include "render-d3d12.h"
#include "render-gl.h"
#include "render-vk.h"

#include "slang-support.h"
#include "surface.h"
#include "png-serialize-util.h"

#include "shader-renderer-util.h"

#include "shader-input-layout.h"
#include <stdio.h>
#include <stdlib.h>

#define WIN32_LEAN_AND_MEAN
#define NOMINMAX
#include <Windows.h>
#undef WIN32_LEAN_AND_MEAN
#undef NOMINMAX

#ifdef _MSC_VER
#pragma warning(disable: 4996)
#endif

namespace renderer_test {

using Slang::Result;

int gWindowWidth = 1024;
int gWindowHeight = 768;

//
// For the purposes of a small example, we will define the vertex data for a
// single triangle directly in the source file. It should be easy to extend
// this example to load data from an external source, if desired.
//

struct Vertex
{
    float position[3];
    float color[3];
    float uv[2];
};

static const Vertex kVertexData[] =
{
    { { 0,  0, 0.5 }, {1, 0, 0} , {0, 0} },
    { { 0,  1, 0.5 }, {0, 0, 1} , {1, 0} },
    { { 1,  0, 0.5 }, {0, 1, 0} , {1, 1} },
};
static const int kVertexCount = SLANG_COUNT_OF(kVertexData);

using namespace Slang;

class RenderTestApp
{
	public:

		// At initialization time, we are going to load and compile our Slang shader
		// code, and then create the API objects we need for rendering.
	Result initialize(Renderer* renderer, ShaderCompiler* shaderCompiler);
	void runCompute();
	void renderFrame();
	void finalize();

	BindingStateImpl* getBindingState() const { return m_bindingState; }

    Result writeBindingOutput(const char* fileName);

    Result writeScreen(const char* filename);

	protected:
		/// Called in initialize
	Result initializeShaders(ShaderCompiler* shaderCompiler);

	// variables for state to be used for rendering...
	uintptr_t m_constantBufferSize, m_computeResultBufferSize;

	RefPtr<Renderer> m_renderer;

	RefPtr<BufferResource>	m_constantBuffer;
	RefPtr<InputLayout>     m_inputLayout;
	RefPtr<BufferResource>  m_vertexBuffer;
	RefPtr<ShaderProgram>   m_shaderProgram;
    RefPtr<PipelineState>   m_pipelineState;
	RefPtr<BindingStateImpl>    m_bindingState;

	ShaderInputLayout m_shaderInputLayout;              ///< The binding layout
    int m_numAddedConstantBuffers;                      ///< Constant buffers can be added to the binding directly. Will be added at the end.
};

// Entry point name to use for vertex/fragment shader
static const char vertexEntryPointName[]    = "vertexMain";
static const char fragmentEntryPointName[]  = "fragmentMain";
static const char computeEntryPointName[]	= "computeMain";

SlangResult RenderTestApp::initialize(Renderer* renderer, ShaderCompiler* shaderCompiler)
{
    SLANG_RETURN_ON_FAIL(initializeShaders(shaderCompiler));

    m_numAddedConstantBuffers = 0;
	m_renderer = renderer;

    // TODO(tfoley): use each API's reflection interface to query the constant-buffer size needed
    {
        m_constantBufferSize = 16 * sizeof(float);

        BufferResource::Desc constantBufferDesc;
        constantBufferDesc.init(m_constantBufferSize);
        constantBufferDesc.cpuAccessFlags = Resource::AccessFlag::Write;

        m_constantBuffer = renderer->createBufferResource(Resource::Usage::ConstantBuffer, constantBufferDesc);
        if (!m_constantBuffer)
            return SLANG_FAIL;
    }

    {
        //! Hack -> if doing a graphics test, add an extra binding for our dynamic constant buffer
        //
        // TODO: Should probably be more sophisticated than this - with 'dynamic' constant buffer/s binding always being specified
        // in the test file
        RefPtr<BufferResource> addedConstantBuffer;
        switch(gOptions.shaderType)
        {
        default:
            break;

        case Options::ShaderProgramType::Graphics:
        case Options::ShaderProgramType::GraphicsCompute:
            addedConstantBuffer = m_constantBuffer;
            m_numAddedConstantBuffers++;
            break;
        }

        BindingStateImpl* bindingState = nullptr;
        SLANG_RETURN_ON_FAIL(ShaderRendererUtil::createBindingState(m_shaderInputLayout, m_renderer, addedConstantBuffer, &bindingState));
        m_bindingState = bindingState;
    }

    // Do other initialization that doesn't depend on the source language.

    // Input Assembler (IA)

    const InputElementDesc inputElements[] = {
        { "A", 0, Format::RGB_Float32, offsetof(Vertex, position) },
        { "A", 1, Format::RGB_Float32, offsetof(Vertex, color) },
        { "A", 2, Format::RG_Float32, offsetof(Vertex, uv) },
    };

    m_inputLayout = renderer->createInputLayout(inputElements, SLANG_COUNT_OF(inputElements));
    if(!m_inputLayout)
        return SLANG_FAIL;

    BufferResource::Desc vertexBufferDesc;
    vertexBufferDesc.init(kVertexCount * sizeof(Vertex));

    m_vertexBuffer = renderer->createBufferResource(Resource::Usage::VertexBuffer, vertexBufferDesc, kVertexData);
    if(!m_vertexBuffer)
        return SLANG_FAIL;

    {
        switch(gOptions.shaderType)
        {
        default:
            assert(!"unexpected test shader type");
            return SLANG_FAIL;

        case Options::ShaderProgramType::Compute:
            {
                ComputePipelineStateDesc desc;
                desc.pipelineLayout = m_bindingState->pipelineLayout;
                desc.program = m_shaderProgram;

                m_pipelineState = renderer->createComputePipelineState(desc);
            }
            break;

        case Options::ShaderProgramType::Graphics:
        case Options::ShaderProgramType::GraphicsCompute:
            {
                GraphicsPipelineStateDesc desc;
                desc.pipelineLayout = m_bindingState->pipelineLayout;
                desc.program = m_shaderProgram;
                desc.inputLayout = m_inputLayout;
                desc.renderTargetCount = m_bindingState->m_numRenderTargets;

                m_pipelineState = renderer->createGraphicsPipelineState(desc);
            }
            break;
        }
    }

    return SLANG_OK;
}

Result RenderTestApp::initializeShaders(ShaderCompiler* shaderCompiler)
{
	// Read in the source code
	char const* sourcePath = gOptions.sourcePath;
	FILE* sourceFile = fopen(sourcePath, "rb");
	if (!sourceFile)
	{
		fprintf(stderr, "error: failed to open '%s' for reading\n", sourcePath);
		return SLANG_FAIL;
	}
	fseek(sourceFile, 0, SEEK_END);
	size_t sourceSize = ftell(sourceFile);
	fseek(sourceFile, 0, SEEK_SET);
	char* sourceText = (char*)malloc(sourceSize + 1);
	if (!sourceText)
	{
		fprintf(stderr, "error: out of memory");
		return SLANG_FAIL;
	}
	fread(sourceText, sourceSize, 1, sourceFile);
	fclose(sourceFile);
	sourceText[sourceSize] = 0;

    switch( gOptions.shaderType )
    {
    default:
        m_shaderInputLayout.numRenderTargets = 1;
        break;

    case Options::ShaderProgramType::Compute:
        m_shaderInputLayout.numRenderTargets = 0;
        break;
    }
	m_shaderInputLayout.Parse(sourceText);

	ShaderCompileRequest::SourceInfo sourceInfo;
	sourceInfo.path = sourcePath;
	sourceInfo.dataBegin = sourceText;
	sourceInfo.dataEnd = sourceText + sourceSize;

	ShaderCompileRequest compileRequest;
	compileRequest.source = sourceInfo;
	if (gOptions.shaderType == Options::ShaderProgramType::Graphics || gOptions.shaderType == Options::ShaderProgramType::GraphicsCompute)
	{
		compileRequest.vertexShader.source = sourceInfo;
		compileRequest.vertexShader.name = vertexEntryPointName;
		compileRequest.fragmentShader.source = sourceInfo;
		compileRequest.fragmentShader.name = fragmentEntryPointName;
	}
	else
	{
		compileRequest.computeShader.source = sourceInfo;
		compileRequest.computeShader.name = computeEntryPointName;
	}
	compileRequest.entryPointTypeArguments = m_shaderInputLayout.globalTypeArguments;
	m_shaderProgram = shaderCompiler->compileProgram(compileRequest);
	if (!m_shaderProgram)
	{
		return SLANG_FAIL;
	}

	return SLANG_OK;
}

void RenderTestApp::renderFrame()
{
    auto mappedData = m_renderer->map(m_constantBuffer, MapFlavor::WriteDiscard);
    if(mappedData)
    {
        const ProjectionStyle projectionStyle = RendererUtil::getProjectionStyle(m_renderer->getRendererType());
        RendererUtil::getIdentityProjection(projectionStyle, (float*)mappedData);

		m_renderer->unmap(m_constantBuffer);
    }

    auto pipelineType = PipelineType::Graphics;

    m_renderer->setPipelineState(pipelineType, m_pipelineState);

	m_renderer->setPrimitiveTopology(PrimitiveTopology::TriangleList);
	m_renderer->setVertexBuffer(0, m_vertexBuffer, sizeof(Vertex));

    m_bindingState->apply(m_renderer, pipelineType);

	m_renderer->draw(3);
}

void RenderTestApp::runCompute()
{
    auto pipelineType = PipelineType::Compute;
    m_renderer->setPipelineState(pipelineType, m_pipelineState);
    m_bindingState->apply(m_renderer, pipelineType);
	m_renderer->dispatchCompute(1, 1, 1);
}

void RenderTestApp::finalize()
{
}

Result RenderTestApp::writeBindingOutput(const char* fileName)
{
    // Submit the work
    m_renderer->submitGpuWork();
    // Wait until everything is complete
    m_renderer->waitForGpu();

    FILE * f = fopen(fileName, "wb");
    if (!f)
    {
        return SLANG_FAIL;
    }

    for(auto binding : m_bindingState->outputBindings)
    {
        auto i = binding.entryIndex;
        const auto& layoutBinding = m_shaderInputLayout.entries[i];

        assert(layoutBinding.isOutput);
        {
            if (binding.resource && binding.resource->isBuffer())
            {
                BufferResource* bufferResource = static_cast<BufferResource*>(binding.resource.Ptr());
                const size_t bufferSize = bufferResource->getDesc().sizeInBytes;

                unsigned int* ptr = (unsigned int*)m_renderer->map(bufferResource, MapFlavor::HostRead);
                if (!ptr)
                {
                    fclose(f);
                    return SLANG_FAIL;
                }

                const int size = int(bufferSize / sizeof(unsigned int));
                for (int i = 0; i < size; ++i)
                {
                    fprintf(f, "%X\n", ptr[i]);
                }
                m_renderer->unmap(bufferResource);
            }
            else
            {
                printf("invalid output type at %d.\n", i);
            }
        }
    }
    fclose(f);

    return SLANG_OK;
}


Result RenderTestApp::writeScreen(const char* filename)
{
    Surface surface;
    SLANG_RETURN_ON_FAIL(m_renderer->captureScreenSurface(surface));
    return PngSerializeUtil::write(filename, surface);
}

//
// We use a bare-minimum window procedure to get things up and running.
//

static LRESULT CALLBACK windowProc(
    HWND    windowHandle,
    UINT    message,
    WPARAM  wParam,
    LPARAM  lParam)
{
    switch (message)
    {
    case WM_CLOSE:
        PostQuitMessage(0);
        return 0;
    }

    return DefWindowProcW(windowHandle, message, wParam, lParam);
}

SlangResult innerMain(int argc, char** argv)
{
	// Parse command-line options
	SLANG_RETURN_ON_FAIL(parseOptions(&argc, argv));

	// Do initial window-creation stuff here, rather than in the renderer-specific files

	HINSTANCE instance = GetModuleHandleA(0);
	int showCommand = SW_SHOW;

	// First we register a window class.

	WNDCLASSEXW windowClassDesc;
	windowClassDesc.cbSize = sizeof(windowClassDesc);
	windowClassDesc.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW;
	windowClassDesc.lpfnWndProc = &windowProc;
	windowClassDesc.cbClsExtra = 0;
	windowClassDesc.cbWndExtra = 0;
	windowClassDesc.hInstance = instance;
	windowClassDesc.hIcon = 0;
	windowClassDesc.hCursor = 0;
	windowClassDesc.hbrBackground = 0;
	windowClassDesc.lpszMenuName = 0;
	windowClassDesc.lpszClassName = L"HelloWorld";
	windowClassDesc.hIconSm = 0;
	ATOM windowClassAtom = RegisterClassExW(&windowClassDesc);
	if (!windowClassAtom)
	{
		fprintf(stderr, "error: failed to register window class\n");
		return SLANG_FAIL;
	}

	// Next, we create a window using that window class.

	// We will create a borderless window since our screen-capture logic in GL
	// seems to get thrown off by having to deal with a window frame.
	DWORD windowStyle = WS_POPUP;
	DWORD windowExtendedStyle = 0;

	RECT windowRect = { 0, 0, gWindowWidth, gWindowHeight };
	AdjustWindowRectEx(&windowRect, windowStyle, /*hasMenu=*/false, windowExtendedStyle);

	auto width = windowRect.right - windowRect.left;
	auto height = windowRect.bottom - windowRect.top;

	LPWSTR windowName = L"Slang Render Test";
	HWND windowHandle = CreateWindowExW(
		windowExtendedStyle,
		(LPWSTR)windowClassAtom,
		windowName,
		windowStyle,
		0, 0, // x, y
		width, height,
		NULL, // parent
		NULL, // menu
		instance,
		NULL);
	if (!windowHandle)
	{
		fprintf(stderr, "error: failed to create window\n");
		return SLANG_FAIL;
	}

	Slang::RefPtr<Renderer> renderer;

	SlangSourceLanguage nativeLanguage = SLANG_SOURCE_LANGUAGE_UNKNOWN;
	SlangCompileTarget slangTarget = SLANG_TARGET_NONE;
    SlangPassThrough slangPassThrough = SLANG_PASS_THROUGH_NONE;
    char const* profileName = "";
	switch (gOptions.rendererType)
	{
		case RendererType::DirectX11:
			renderer = createD3D11Renderer();
			slangTarget = SLANG_DXBC;
			nativeLanguage = SLANG_SOURCE_LANGUAGE_HLSL;
            slangPassThrough = SLANG_PASS_THROUGH_FXC;
            profileName = "sm_5_0";
			break;

		case RendererType::DirectX12:
			renderer = createD3D12Renderer();
			slangTarget = SLANG_DXBC;
			nativeLanguage = SLANG_SOURCE_LANGUAGE_HLSL;
            slangPassThrough = SLANG_PASS_THROUGH_FXC;
            profileName = "sm_5_0";
			break;

		case RendererType::OpenGl:
			renderer = createGLRenderer();
			slangTarget = SLANG_GLSL;
			nativeLanguage = SLANG_SOURCE_LANGUAGE_GLSL;
            slangPassThrough = SLANG_PASS_THROUGH_GLSLANG;
            profileName = "glsl_430";
			break;

		case RendererType::Vulkan:
			renderer = createVKRenderer();
			slangTarget = SLANG_SPIRV;
			nativeLanguage = SLANG_SOURCE_LANGUAGE_GLSL;
            slangPassThrough = SLANG_PASS_THROUGH_GLSLANG;
            profileName = "glsl_430";
			break;

		default:
			fprintf(stderr, "error: unexpected\n");
			return SLANG_FAIL;
	}

    Renderer::Desc desc;
    desc.width = gWindowWidth;
    desc.height = gWindowHeight;

	SLANG_RETURN_ON_FAIL(renderer->initialize(desc, windowHandle));

    ShaderCompiler shaderCompiler;
    shaderCompiler.renderer = renderer;
    shaderCompiler.target = slangTarget;
    shaderCompiler.profile = profileName;
	switch (gOptions.inputLanguageID)
	{
		case Options::InputLanguageID::Slang:
            shaderCompiler.sourceLanguage = SLANG_SOURCE_LANGUAGE_SLANG;
            shaderCompiler.passThrough = SLANG_PASS_THROUGH_NONE;
			break;

        case Options::InputLanguageID::Native:
            shaderCompiler.sourceLanguage = nativeLanguage;
            shaderCompiler.passThrough = slangPassThrough;
			break;

		default:
			break;
	}

	{
		RenderTestApp app;

		SLANG_RETURN_ON_FAIL(app.initialize(renderer, &shaderCompiler));

		// Once initialization is all complete, we show the window...
		ShowWindow(windowHandle, showCommand);

		// ... and enter the event loop:
		for (;;)
		{
			MSG message;

			int result = PeekMessageW(&message, NULL, 0, 0, PM_REMOVE);
			if (result != 0)
			{
				if (message.message == WM_QUIT)
				{
					return (int)message.wParam;
				}

				TranslateMessage(&message);
				DispatchMessageW(&message);
			}
			else
			{
				// Whenever we don't have Windows events to process, we render a frame.
				if (gOptions.shaderType == Options::ShaderProgramType::Compute)
				{
					app.runCompute();
				}
				else
				{
					static const float kClearColor[] = { 0.25, 0.25, 0.25, 1.0 };
					renderer->setClearColor(kClearColor);
					renderer->clearFrame();

					app.renderFrame();
				}
				// If we are in a mode where output is requested, we need to snapshot the back buffer here
				if (gOptions.outputPath)
				{
                    // Submit the work
                    renderer->submitGpuWork();
                    // Wait until everything is complete
                    renderer->waitForGpu();

					if (gOptions.shaderType == Options::ShaderProgramType::Compute || gOptions.shaderType == Options::ShaderProgramType::GraphicsCompute)
                    {
                        SLANG_RETURN_ON_FAIL(app.writeBindingOutput(gOptions.outputPath));
                    }
					else
                    {
						Result res = app.writeScreen(gOptions.outputPath);

                        if (SLANG_FAILED(res))
                        {
                            fprintf(stderr, "ERROR: failed to write screen capture to file\n");
                            return res;
                        }
                    }
					return SLANG_OK;
				}

				renderer->presentFrame();
			}
		}
	}

	return SLANG_OK;
}

} //  namespace renderer_test

int main(int argc, char**  argv)
{
	SlangResult res = renderer_test::innerMain(argc, argv);

	return SLANG_FAILED(res) ? 1 : 0;
}