1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
|
// 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>
#include "../../source/core/slang-test-tool-util.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;
class Window: public RefObject
{
public:
SlangResult initialize(int width, int height);
void show();
void* getHandle() const { return m_hwnd; }
Window() {}
~Window();
static LRESULT CALLBACK windowProc(HWND windowHandle,
UINT message,
WPARAM wParam,
LPARAM lParam);
protected:
HINSTANCE m_hinst = nullptr;
HWND m_hwnd = nullptr;
};
//
// We use a bare-minimum window procedure to get things up and running.
//
/* static */LRESULT CALLBACK Window::windowProc(
HWND windowHandle,
UINT message,
WPARAM wParam,
LPARAM lParam)
{
switch (message)
{
case WM_CLOSE:
PostQuitMessage(0);
return 0;
}
return DefWindowProcW(windowHandle, message, wParam, lParam);
}
static ATOM _getWindowClassAtom(HINSTANCE hinst)
{
static ATOM s_windowClassAtom;
if (s_windowClassAtom)
{
return s_windowClassAtom;
}
WNDCLASSEXW windowClassDesc;
windowClassDesc.cbSize = sizeof(windowClassDesc);
windowClassDesc.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW;
windowClassDesc.lpfnWndProc = &Window::windowProc;
windowClassDesc.cbClsExtra = 0;
windowClassDesc.cbWndExtra = 0;
windowClassDesc.hInstance = hinst;
windowClassDesc.hIcon = 0;
windowClassDesc.hCursor = 0;
windowClassDesc.hbrBackground = 0;
windowClassDesc.lpszMenuName = 0;
windowClassDesc.lpszClassName = L"SlangRenderTest";
windowClassDesc.hIconSm = 0;
s_windowClassAtom = RegisterClassExW(&windowClassDesc);
return s_windowClassAtom;
}
SlangResult Window::initialize(int widthIn, int heightIn)
{
// Do initial window-creation stuff here, rather than in the renderer-specific files
m_hinst = GetModuleHandleA(0);
// First we register a window class.
ATOM windowClassAtom = _getWindowClassAtom(m_hinst);
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, widthIn, heightIn };
AdjustWindowRectEx(&windowRect, windowStyle, /*hasMenu=*/false, windowExtendedStyle);
{
auto width = windowRect.right - windowRect.left;
auto height = windowRect.bottom - windowRect.top;
LPWSTR windowName = L"Slang Render Test";
m_hwnd = CreateWindowExW(
windowExtendedStyle,
(LPWSTR)windowClassAtom,
windowName,
windowStyle,
0, 0, // x, y
width, height,
NULL, // parent
NULL, // menu
m_hinst,
NULL);
}
if (!m_hwnd)
{
fprintf(stderr, "error: failed to create window\n");
return SLANG_FAIL;
}
return SLANG_OK;
}
void Window::show()
{
// Once initialization is all complete, we show the window...
int showCommand = SW_SHOW;
ShowWindow(m_hwnd, showCommand);
}
Window::~Window()
{
if (m_hwnd)
{
DestroyWindow(m_hwnd);
}
}
//
// 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);
List<char> sourceText;
sourceText.SetSize(sourceSize + 1);
fread(sourceText.Buffer(), 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.Buffer());
ShaderCompileRequest::SourceInfo sourceInfo;
sourceInfo.path = sourcePath;
sourceInfo.dataBegin = sourceText.Buffer();
sourceInfo.dataEnd = sourceText.Buffer() + 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", int(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);
}
} // namespace renderer_test
SLANG_TEST_TOOL_API SlangResult innerMain(Slang::StdWriters* stdWriters, SlangSession* session, int argcIn, const char*const* argvIn)
{
using namespace renderer_test;
using namespace Slang;
StdWriters::setSingleton(stdWriters);
// Parse command-line options
SLANG_RETURN_ON_FAIL(parseOptions(argcIn, argvIn, StdWriters::getError()));
RefPtr<renderer_test::Window> window(new renderer_test::Window);
SLANG_RETURN_ON_FAIL(window->initialize(gWindowWidth, gWindowHeight));
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";
if( gOptions.useDXIL )
{
slangTarget = SLANG_DXIL;
slangPassThrough = SLANG_PASS_THROUGH_DXC;
profileName = "sm_6_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;
}
if (!renderer)
{
fprintf(stderr, "Unable to create renderer\n");
return SLANG_FAIL;
}
Renderer::Desc desc;
desc.width = gWindowWidth;
desc.height = gWindowHeight;
{
SlangResult res = renderer->initialize(desc, (HWND)window->getHandle());
if (SLANG_FAILED(res))
{
fprintf(stderr, "Unable to initialize renderer\n");
return res;
}
}
ShaderCompiler shaderCompiler;
shaderCompiler.renderer = renderer;
shaderCompiler.target = slangTarget;
shaderCompiler.profile = profileName;
shaderCompiler.slangSession = session;
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));
window->show();
// ... 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
{
SlangResult 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;
}
int main(int argc, char** argv)
{
SlangSession* session = spCreateSession(nullptr);
SlangResult res = innerMain(Slang::StdWriters::initDefault(), session, argc, argv);
spDestroySession(session);
return SLANG_FAILED(res) ? 1 : 0;
}
|