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|
// render-test-main.cpp
#define _CRT_SECURE_NO_WARNINGS 1
#include "options.h"
#include "render.h"
#include "slang-support.h"
#include "surface.h"
#include "png-serialize-util.h"
#include "shader-renderer-util.h"
#include "../source/core/slang-io.h"
#include "core/slang-token-reader.h"
#include "shader-input-layout.h"
#include <stdio.h>
#include <stdlib.h>
#include "window.h"
#include "../../source/core/slang-test-tool-util.h"
#include "cpu-compute-util.h"
#if RENDER_TEST_CUDA
# include "cuda/cuda-compute-util.h"
#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;
static void _outputProfileTime(uint64_t startTicks, uint64_t endTicks)
{
WriterHelper out = StdWriters::getOut();
double time = double(endTicks - startTicks) / ProcessUtil::getClockFrequency();
out.print("profile-time=%g\n", time);
}
class RenderTestApp : public WindowListener
{
public:
// WindowListener
virtual Result update(Window* window) SLANG_OVERRIDE;
// 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(SlangSession* session, Renderer* renderer, const Options& options, const ShaderCompilerUtil::Input& input);
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(SlangSession* session, Renderer* renderer, Options::ShaderProgramType shaderType, const ShaderCompilerUtil::Input& input);
uint64_t m_startTicks;
// variables for state to be used for rendering...
uintptr_t m_constantBufferSize;
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.
Options m_options;
};
SlangResult RenderTestApp::initialize(SlangSession* session, Renderer* renderer, const Options& options, const ShaderCompilerUtil::Input& input)
{
m_options = options;
SLANG_RETURN_ON_FAIL(_initializeShaders(session, renderer, options.shaderType, input));
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(m_options.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(m_options.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;
}
}
// If success must have a pipeline state
return m_pipelineState ? SLANG_OK : SLANG_FAIL;
}
Result RenderTestApp::_initializeShaders(SlangSession* session, Renderer* renderer, Options::ShaderProgramType shaderType, const ShaderCompilerUtil::Input& input)
{
ShaderCompilerUtil::OutputAndLayout output;
SLANG_RETURN_ON_FAIL(ShaderCompilerUtil::compileWithLayout(session, gOptions.sourcePath, gOptions.compileArgs, gOptions.shaderType, input, output));
m_shaderInputLayout = output.layout;
m_shaderProgram = renderer->createProgram(output.output.desc);
return m_shaderProgram ? SLANG_OK : SLANG_FAIL;
}
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_startTicks = ProcessUtil::getClockTick();
m_renderer->dispatchCompute(m_options.computeDispatchSize[0], m_options.computeDispatchSize[1], m_options.computeDispatchSize[2]);
}
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);
}
Result RenderTestApp::update(Window* window)
{
// Whenever we don't have Windows events to process, we render a frame.
if (m_options.shaderType == Options::ShaderProgramType::Compute)
{
runCompute();
}
else
{
static const float kClearColor[] = { 0.25, 0.25, 0.25, 1.0 };
m_renderer->setClearColor(kClearColor);
m_renderer->clearFrame();
renderFrame();
}
// If we are in a mode where output is requested, we need to snapshot the back buffer here
if (m_options.outputPath || m_options.performanceProfile)
{
// Submit the work
m_renderer->submitGpuWork();
// Wait until everything is complete
m_renderer->waitForGpu();
if (m_options.performanceProfile)
{
// It might not be enough on some APIs to 'waitForGpu' to mean the computation has completed. Let's lock an output
// buffer to be sure
if (m_bindingState->outputBindings.getCount() > 0)
{
const auto& binding = m_bindingState->outputBindings[0];
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)
{
return SLANG_FAIL;
}
m_renderer->unmap(bufferResource);
}
}
// Note we don't do the same with screen rendering -> as that will do a lot of work, which may swamp any computation
// so can only really profile compute shaders at the moment
const uint64_t endTicks = ProcessUtil::getClockTick();
_outputProfileTime(m_startTicks, endTicks);
}
if (gOptions.outputPath)
{
if (gOptions.shaderType == Options::ShaderProgramType::Compute || gOptions.shaderType == Options::ShaderProgramType::GraphicsCompute)
{
SLANG_RETURN_ON_FAIL(writeBindingOutput(gOptions.outputPath));
}
else
{
SlangResult res = writeScreen(gOptions.outputPath);
if (SLANG_FAILED(res))
{
fprintf(stderr, "ERROR: failed to write screen capture to file\n");
return res;
}
}
}
// We are done
window->postQuit();
return SLANG_OK;
}
m_renderer->presentFrame();
return SLANG_OK;
}
} // 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()));
// Declare window pointer before renderer, such that window is released after renderer
RefPtr<renderer_test::Window> window;
ShaderCompilerUtil::Input input;
input.profile = "";
input.target = SLANG_TARGET_NONE;
input.args = &gOptions.slangArgs[0];
input.argCount = gOptions.slangArgCount;
SlangSourceLanguage nativeLanguage = SLANG_SOURCE_LANGUAGE_UNKNOWN;
SlangPassThrough slangPassThrough = SLANG_PASS_THROUGH_NONE;
char const* profileName = "";
switch (gOptions.rendererType)
{
case RendererType::DirectX11:
input.target = SLANG_DXBC;
input.profile = "sm_5_0";
nativeLanguage = SLANG_SOURCE_LANGUAGE_HLSL;
slangPassThrough = SLANG_PASS_THROUGH_FXC;
break;
case RendererType::DirectX12:
input.target = SLANG_DXBC;
input.profile = "sm_5_0";
nativeLanguage = SLANG_SOURCE_LANGUAGE_HLSL;
slangPassThrough = SLANG_PASS_THROUGH_FXC;
if( gOptions.useDXIL )
{
input.target = SLANG_DXIL;
input.profile = "sm_6_0";
slangPassThrough = SLANG_PASS_THROUGH_DXC;
}
break;
case RendererType::OpenGl:
input.target = SLANG_GLSL;
input.profile = "glsl_430";
nativeLanguage = SLANG_SOURCE_LANGUAGE_GLSL;
slangPassThrough = SLANG_PASS_THROUGH_GLSLANG;
break;
case RendererType::Vulkan:
input.target = SLANG_SPIRV;
input.profile = "glsl_430";
nativeLanguage = SLANG_SOURCE_LANGUAGE_GLSL;
slangPassThrough = SLANG_PASS_THROUGH_GLSLANG;
break;
case RendererType::CPU:
input.target = SLANG_HOST_CALLABLE;
input.profile = "";
nativeLanguage = SLANG_SOURCE_LANGUAGE_CPP;
slangPassThrough = SLANG_PASS_THROUGH_GENERIC_C_CPP;
break;
case RendererType::CUDA:
input.target = SLANG_PTX;
input.profile = "";
nativeLanguage = SLANG_SOURCE_LANGUAGE_CUDA;
slangPassThrough = SLANG_PASS_THROUGH_NVRTC;
break;
default:
fprintf(stderr, "error: unexpected\n");
return SLANG_FAIL;
}
switch (gOptions.inputLanguageID)
{
case Options::InputLanguageID::Slang:
input.sourceLanguage = SLANG_SOURCE_LANGUAGE_SLANG;
input.passThrough = SLANG_PASS_THROUGH_NONE;
break;
case Options::InputLanguageID::Native:
input.sourceLanguage = nativeLanguage;
input.passThrough = slangPassThrough;
break;
default:
break;
}
if (gOptions.sourceLanguage != SLANG_SOURCE_LANGUAGE_UNKNOWN)
{
input.sourceLanguage = gOptions.sourceLanguage;
if (input.sourceLanguage == SLANG_SOURCE_LANGUAGE_C || input.sourceLanguage == SLANG_SOURCE_LANGUAGE_CPP)
{
input.passThrough = SLANG_PASS_THROUGH_GENERIC_C_CPP;
}
}
// Use the profile name set on options if set
input.profile = gOptions.profileName ? gOptions.profileName : input.profile;
StringBuilder rendererName;
rendererName << "[" << RendererUtil::toText(gOptions.rendererType) << "] ";
if (gOptions.adapter.getLength())
{
rendererName << "'" << gOptions.adapter << "'";
}
if (gOptions.onlyStartup)
{
switch (gOptions.rendererType)
{
case RendererType::CUDA:
{
#if RENDER_TEST_CUDA
return SLANG_SUCCEEDED(spSessionCheckPassThroughSupport(session, SLANG_PASS_THROUGH_NVRTC)) && CUDAComputeUtil::canCreateDevice() ? SLANG_OK : SLANG_FAIL;
#else
return SLANG_FAIL;
#endif
}
case RendererType::CPU:
{
// As long as we have CPU, then this should work
return spSessionCheckPassThroughSupport(session, SLANG_PASS_THROUGH_GENERIC_C_CPP);
}
default: break;
}
}
// If it's CPU testing we don't need a window or a renderer
if (gOptions.rendererType == RendererType::CPU)
{
ShaderCompilerUtil::OutputAndLayout compilationAndLayout;
SLANG_RETURN_ON_FAIL(ShaderCompilerUtil::compileWithLayout(session, gOptions.sourcePath, gOptions.compileArgs, gOptions.shaderType, input, compilationAndLayout));
{
// Get the shared library -> it contains the executable code, we need to keep around if we recompile
ComPtr<ISlangSharedLibrary> sharedLibrary;
SLANG_RETURN_ON_FAIL(spGetEntryPointHostCallable(compilationAndLayout.output.request, 0, 0, sharedLibrary.writeRef()));
// If we are running c/c++ we still need binding information, so compile again as slang source
if (gOptions.sourceLanguage == SLANG_SOURCE_LANGUAGE_C || input.sourceLanguage == SLANG_SOURCE_LANGUAGE_CPP)
{
ShaderCompilerUtil::Input slangInput = input;
slangInput.sourceLanguage = SLANG_SOURCE_LANGUAGE_SLANG;
slangInput.passThrough = SLANG_PASS_THROUGH_NONE;
// We just want CPP, so we get suitable reflection
slangInput.target = SLANG_CPP_SOURCE;
SLANG_RETURN_ON_FAIL(ShaderCompilerUtil::compileWithLayout(session, gOptions.sourcePath, gOptions.compileArgs, gOptions.shaderType, slangInput, compilationAndLayout));
}
// calculate binding
CPUComputeUtil::Context context;
SLANG_RETURN_ON_FAIL(CPUComputeUtil::calcBindings(compilationAndLayout, context));
// Get the execution info from the lib
CPUComputeUtil::ExecuteInfo info;
SLANG_RETURN_ON_FAIL(CPUComputeUtil::calcExecuteInfo(CPUComputeUtil::ExecuteStyle::GroupRange, sharedLibrary, gOptions.computeDispatchSize, compilationAndLayout, context, info));
const uint64_t startTicks = ProcessUtil::getClockTick();
SLANG_RETURN_ON_FAIL(CPUComputeUtil::execute(info));
if (gOptions.performanceProfile)
{
const uint64_t endTicks = ProcessUtil::getClockTick();
_outputProfileTime(startTicks, endTicks);
}
if (gOptions.outputPath)
{
// Dump everything out that was written
SLANG_RETURN_ON_FAIL(CPUComputeUtil::writeBindings(compilationAndLayout.layout, context.buffers, gOptions.outputPath));
// Check all execution styles produce the same result
SLANG_RETURN_ON_FAIL(CPUComputeUtil::checkStyleConsistency(sharedLibrary, gOptions.computeDispatchSize, compilationAndLayout));
}
}
return SLANG_OK;
}
if (gOptions.rendererType == RendererType::CUDA)
{
ShaderCompilerUtil::OutputAndLayout compilationAndLayout;
SLANG_RETURN_ON_FAIL(ShaderCompilerUtil::compileWithLayout(session, gOptions.sourcePath, gOptions.compileArgs, gOptions.shaderType, input, compilationAndLayout));
#if RENDER_TEST_CUDA
// TODO(JS):
// We don't know how to execute it yet..
SLANG_RETURN_ON_FAIL(CUDAComputeUtil::execute(compilationAndLayout));
return SLANG_OK;
#else
return SLANG_FAIL;
#endif
}
Slang::RefPtr<Renderer> renderer;
{
RendererUtil::CreateFunc createFunc = RendererUtil::getCreateFunc(gOptions.rendererType);
if (createFunc)
{
renderer = createFunc();
}
if (!renderer)
{
if (!gOptions.onlyStartup)
{
fprintf(stderr, "Unable to create renderer %s\n", rendererName.getBuffer());
}
return SLANG_FAIL;
}
Renderer::Desc desc;
desc.width = gWindowWidth;
desc.height = gWindowHeight;
desc.adapter = gOptions.adapter;
window = renderer_test::Window::create();
SLANG_RETURN_ON_FAIL(window->initialize(gWindowWidth, gWindowHeight));
SlangResult res = renderer->initialize(desc, window->getHandle());
if (SLANG_FAILED(res))
{
if (!gOptions.onlyStartup)
{
fprintf(stderr, "Unable to initialize renderer %s\n", rendererName.getBuffer());
}
return res;
}
for (const auto& feature : gOptions.renderFeatures)
{
// If doesn't have required feature... we have to give up
if (!renderer->hasFeature(feature.getUnownedSlice()))
{
return SLANG_E_NOT_AVAILABLE;
}
}
}
// If the only test is we can startup, then we are done
if (gOptions.onlyStartup)
{
return SLANG_OK;
}
{
RefPtr<RenderTestApp> app(new RenderTestApp);
SLANG_RETURN_ON_FAIL(app->initialize(session, renderer, gOptions, input));
window->show();
return window->runLoop(app);
}
}
int main(int argc, char** argv)
{
using namespace Slang;
SlangSession* session = spCreateSession(nullptr);
TestToolUtil::setSessionDefaultPrelude(argv[0], session);
auto stdWriters = StdWriters::initDefaultSingleton();
SlangResult res = innerMain(stdWriters, session, argc, argv);
spDestroySession(session);
return (int)TestToolUtil::getReturnCode(res);
}
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