https://github.com/shader-slang/slang
Tip revision: 9dfaabe0fbcc9ac7314f84bde89c658b276298e3 authored by Theresa Foley on 25 June 2021, 22:50:29 UTC
Fixes related to combined texture/sampler types (#1894)
Fixes related to combined texture/sampler types (#1894)
Tip revision: 9dfaabe
slang-gfx.h
// render.h
#pragma once
#include <float.h>
#include <assert.h>
#include "slang.h"
#include "slang-com-ptr.h"
#if defined(SLANG_GFX_DYNAMIC)
# if defined(_MSC_VER)
# ifdef SLANG_GFX_DYNAMIC_EXPORT
# define SLANG_GFX_API SLANG_DLL_EXPORT
# else
# define SLANG_GFX_API __declspec(dllimport)
# endif
# else
// TODO: need to consider compiler capabilities
//# ifdef SLANG_DYNAMIC_EXPORT
# define SLANG_GFX_API SLANG_DLL_EXPORT
//# endif
# endif
#endif
#ifndef SLANG_GFX_API
# define SLANG_GFX_API
#endif
namespace gfx {
using Slang::ComPtr;
typedef SlangResult Result;
// Had to move here, because Options needs types defined here
typedef SlangInt Int;
typedef SlangUInt UInt;
typedef uint64_t DeviceAddress;
// Declare opaque type
class IInputLayout: public ISlangUnknown
{
};
#define SLANG_UUID_IInputLayout \
{ \
0x45223711, 0xa84b, 0x455c, { 0xbe, 0xfa, 0x49, 0x37, 0x42, 0x1e, 0x8e, 0x2e } \
}
enum class PipelineType
{
Unknown,
Graphics,
Compute,
RayTracing,
CountOf,
};
enum class StageType
{
Unknown,
Vertex,
Hull,
Domain,
Geometry,
Fragment,
Compute,
RayGeneration,
Intersection,
AnyHit,
ClosestHit,
Miss,
Callable,
Amplification,
Mesh,
CountOf,
};
enum class DeviceType
{
Unknown,
Default,
DirectX11,
DirectX12,
OpenGl,
Vulkan,
CPU,
CUDA,
CountOf,
};
enum class ProjectionStyle
{
Unknown,
OpenGl,
DirectX,
Vulkan,
CountOf,
};
/// The style of the binding
enum class BindingStyle
{
Unknown,
DirectX,
OpenGl,
Vulkan,
CPU,
CUDA,
CountOf,
};
class IShaderProgram: public ISlangUnknown
{
public:
struct Desc
{
PipelineType pipelineType;
slang::IComponentType* slangProgram;
};
};
#define SLANG_UUID_IShaderProgram \
{ \
0x9d32d0ad, 0x915c, 0x4ffd, { 0x91, 0xe2, 0x50, 0x85, 0x54, 0xa0, 0x4a, 0x76 } \
}
// Dont' change without keeping in sync with Format
#define GFX_FORMAT(x) \
x( Unknown, 0) \
\
x(RGBA_Float32, sizeof(float) * 4) \
x(RGB_Float32, sizeof(float) * 3) \
x(RG_Float32, sizeof(float) * 2) \
x(R_Float32, sizeof(float)) \
\
x(RGBA_Float16, sizeof(uint16_t) * 4) \
x(RG_Float16, sizeof(uint16_t) * 2) \
x(R_Float16, sizeof(uint16_t)) \
\
x(RGBA_Unorm_UInt8, sizeof(uint32_t)) \
x(BGRA_Unorm_UInt8, sizeof(uint32_t)) \
\
x(R_UInt16, sizeof(uint16_t)) \
x(R_UInt32, sizeof(uint32_t)) \
\
x(D_Float32, sizeof(float)) \
x(D_Unorm24_S8, sizeof(uint32_t))
/// Different formats of things like pixels or elements of vertices
/// NOTE! Any change to this type (adding, removing, changing order) - must also be reflected in changes GFX_FORMAT
enum class Format
{
Unknown,
RGBA_Float32,
RGB_Float32,
RG_Float32,
R_Float32,
RGBA_Float16,
RG_Float16,
R_Float16,
RGBA_Unorm_UInt8,
BGRA_Unorm_UInt8,
R_UInt16,
R_UInt32,
D_Float32,
D_Unorm24_S8,
CountOf,
};
struct FormatInfo
{
uint8_t channelCount; ///< The amount of channels in the format. Only set if the channelType is set
uint8_t channelType; ///< One of SlangScalarType None if type isn't made up of elements of type.
};
struct InputElementDesc
{
char const* semanticName;
UInt semanticIndex;
Format format;
UInt offset;
};
enum class PrimitiveType
{
Point, Line, Triangle, Patch
};
enum class PrimitiveTopology
{
TriangleList,
};
enum class ResourceState
{
Undefined,
VertexBuffer,
IndexBuffer,
ConstantBuffer,
StreamOutput,
ShaderResource,
UnorderedAccess,
RenderTarget,
DepthRead,
DepthWrite,
Present,
CopySource,
CopyDestination,
ResolveSource,
ResolveDestination,
_Count
};
struct ResourceStateSet
{
public:
void add(ResourceState state) { m_bitFields |= (1LL << (uint32_t)state); }
template <typename... TResourceState> void add(ResourceState s, TResourceState... states)
{
add(s);
add(states...);
}
bool contains(ResourceState state) const { return (m_bitFields & (1LL << (uint32_t)state)) != 0; }
ResourceStateSet()
: m_bitFields(0)
{}
ResourceStateSet(const ResourceStateSet& other) = default;
ResourceStateSet(ResourceState state) { add(state); }
template <typename... TResourceState> ResourceStateSet(TResourceState... states)
{
add(states...);
}
private:
uint64_t m_bitFields = 0;
void add() {}
};
class IResource: public ISlangUnknown
{
public:
/// The type of resource.
/// NOTE! The order needs to be such that all texture types are at or after Texture1D (otherwise isTexture won't work correctly)
enum class Type
{
Unknown, ///< Unknown
Buffer, ///< A buffer (like a constant/index/vertex buffer)
Texture1D, ///< A 1d texture
Texture2D, ///< A 2d texture
Texture3D, ///< A 3d texture
TextureCube, ///< A cubemap consists of 6 Texture2D like faces
CountOf,
};
/// Combinations describe how a resource can be accessed (typically by the host/cpu)
struct AccessFlag
{
enum Enum
{
Read = 0x1,
Write = 0x2
};
};
/// Base class for Descs
struct DescBase
{
bool hasCpuAccessFlag(AccessFlag::Enum accessFlag) { return (cpuAccessFlags & accessFlag) != 0; }
Type type = Type::Unknown;
ResourceState defaultState = ResourceState::Undefined;
ResourceStateSet allowedStates = ResourceStateSet();
int cpuAccessFlags = 0; ///< Combination of Resource::AccessFlag
};
virtual SLANG_NO_THROW Type SLANG_MCALL getType() = 0;
};
#define SLANG_UUID_IResource \
{ \
0xa0e39f34, 0x8398, 0x4522, { 0x95, 0xc2, 0xeb, 0xc0, 0xf9, 0x84, 0xef, 0x3f } \
}
class IBufferResource: public IResource
{
public:
struct Desc: public DescBase
{
size_t sizeInBytes = 0; ///< Total size in bytes
int elementSize = 0; ///< Get the element stride. If > 0, this is a structured buffer
Format format = Format::Unknown;
};
virtual SLANG_NO_THROW Desc* SLANG_MCALL getDesc() = 0;
virtual SLANG_NO_THROW DeviceAddress SLANG_MCALL getDeviceAddress() = 0;
};
#define SLANG_UUID_IBufferResource \
{ \
0x1b274efe, 0x5e37, 0x492b, { 0x82, 0x6e, 0x7e, 0xe7, 0xe8, 0xf5, 0xa4, 0x9b } \
}
struct DepthStencilClearValue
{
float depth = 1.0f;
uint32_t stencil = 0;
};
union ColorClearValue
{
float floatValues[4];
uint32_t uintValues[4];
};
struct ClearValue
{
ColorClearValue color = {{0.0f, 0.0f, 0.0f, 0.0f}};
DepthStencilClearValue depthStencil;
};
class ITextureResource: public IResource
{
public:
struct SampleDesc
{
int numSamples = 1; ///< Number of samples per pixel
int quality = 0; ///< The quality measure for the samples
};
struct Size
{
int width = 0; ///< Width in pixels
int height = 0; ///< Height in pixels (if 2d or 3d)
int depth = 0; ///< Depth (if 3d)
};
struct Desc: public DescBase
{
Size size;
int arraySize = 0; ///< Array size
int numMipLevels = 0; ///< Number of mip levels - if 0 will create all mip levels
Format format; ///< The resources format
SampleDesc sampleDesc; ///< How the resource is sampled
ClearValue optimalClearValue;
};
/// Data for a single subresource of a texture.
///
/// Each subresource is a tensor with `1 <= rank <= 3`,
/// where the rank is deterined by the base shape of the
/// texture (Buffer, 1D, 2D, 3D, or Cube). For the common
/// case of a 2D texture, `rank == 2` and each subresource
/// is a 2D image.
///
/// Subresource tensors must be stored in a row-major layout,
/// so that the X axis strides over texels, the Y axis strides
/// over 1D rows of texels, and the Z axis strides over 2D
/// "layers" of texels.
///
/// For a texture with multiple mip levels or array elements,
/// each mip level and array element is stores as a distinct
/// subresource. When indexing into an array of subresources,
/// the index of a subresoruce for mip level `m` and array
/// index `a` is `m + a*mipLevelCount`.
///
struct SubresourceData
{
/// Pointer to texel data for the subresource tensor.
void const* data;
/// Stride in bytes between rows of the subresource tensor.
///
/// This is the number of bytes to add to a pointer to a texel
/// at (X,Y,Z) to get to a texel at (X,Y+1,Z).
///
/// Devices may not support all possible values for `strideY`.
/// In particular, they may only support strictly positive strides.
///
int64_t strideY;
/// Stride in bytes between layers of the subresource tensor.
///
/// This is the number of bytes to add to a pointer to a texel
/// at (X,Y,Z) to get to a texel at (X,Y,Z+1).
///
/// Devices may not support all possible values for `strideZ`.
/// In particular, they may only support strictly positive strides.
///
int64_t strideZ;
};
virtual SLANG_NO_THROW Desc* SLANG_MCALL getDesc() = 0;
};
#define SLANG_UUID_ITextureResource \
{ \
0xcf88a31c, 0x6187, 0x46c5, { 0xa4, 0xb7, 0xeb, 0x58, 0xc7, 0x33, 0x40, 0x17 } \
}
// Needed for building on cygwin with gcc
#undef Always
#undef None
enum class ComparisonFunc : uint8_t
{
Never = 0,
Less = 0x01,
Equal = 0x02,
LessEqual = 0x03,
Greater = 0x04,
NotEqual = 0x05,
GreaterEqual = 0x06,
Always = 0x07,
};
enum class TextureFilteringMode
{
Point,
Linear,
};
enum class TextureAddressingMode
{
Wrap,
ClampToEdge,
ClampToBorder,
MirrorRepeat,
MirrorOnce,
};
enum class TextureReductionOp
{
Average,
Comparison,
Minimum,
Maximum,
};
class ISamplerState : public ISlangUnknown
{
public:
struct Desc
{
TextureFilteringMode minFilter = TextureFilteringMode::Linear;
TextureFilteringMode magFilter = TextureFilteringMode::Linear;
TextureFilteringMode mipFilter = TextureFilteringMode::Linear;
TextureReductionOp reductionOp = TextureReductionOp::Average;
TextureAddressingMode addressU = TextureAddressingMode::Wrap;
TextureAddressingMode addressV = TextureAddressingMode::Wrap;
TextureAddressingMode addressW = TextureAddressingMode::Wrap;
float mipLODBias = 0.0f;
uint32_t maxAnisotropy = 1;
ComparisonFunc comparisonFunc = ComparisonFunc::Never;
float borderColor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
float minLOD = -FLT_MAX;
float maxLOD = FLT_MAX;
};
};
#define SLANG_UUID_ISamplerState \
{ \
0x8b8055df, 0x9377, 0x401d, { 0x91, 0xff, 0x3f, 0xa3, 0xbf, 0x66, 0x64, 0xf4 } \
}
class IResourceView : public ISlangUnknown
{
public:
enum class Type
{
Unknown,
RenderTarget,
DepthStencil,
ShaderResource,
UnorderedAccess,
};
struct RenderTargetDesc
{
// The resource shape of this render target view.
IResource::Type shape;
uint32_t mipSlice;
uint32_t arrayIndex;
uint32_t arraySize;
uint32_t planeIndex;
};
struct Desc
{
Type type;
Format format;
// Fields for `RenderTarget` and `DepthStencil` views.
RenderTargetDesc renderTarget;
};
};
#define SLANG_UUID_IResourceView \
{ \
0x7b6c4926, 0x884, 0x408c, { 0xad, 0x8a, 0x50, 0x3a, 0x8e, 0x23, 0x98, 0xa4 } \
}
struct ShaderOffset
{
SlangInt uniformOffset = 0;
SlangInt bindingRangeIndex = 0;
SlangInt bindingArrayIndex = 0;
};
enum class ShaderObjectContainerType
{
None, Array, StructuredBuffer
};
class IShaderObject : public ISlangUnknown
{
public:
SLANG_NO_THROW ComPtr<IShaderObject> SLANG_MCALL getObject(ShaderOffset const& offset)
{
ComPtr<IShaderObject> object = nullptr;
SLANG_RETURN_NULL_ON_FAIL(getObject(offset, object.writeRef()));
return object;
}
virtual SLANG_NO_THROW slang::TypeLayoutReflection* SLANG_MCALL getElementTypeLayout() = 0;
virtual SLANG_NO_THROW ShaderObjectContainerType SLANG_MCALL getContainerType() = 0;
virtual SLANG_NO_THROW UInt SLANG_MCALL getEntryPointCount() = 0;
ComPtr<IShaderObject> getEntryPoint(UInt index)
{
ComPtr<IShaderObject> entryPoint = nullptr;
SLANG_RETURN_NULL_ON_FAIL(getEntryPoint(index, entryPoint.writeRef()));
return entryPoint;
}
virtual SLANG_NO_THROW Result SLANG_MCALL
getEntryPoint(UInt index, IShaderObject** entryPoint) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL
setData(ShaderOffset const& offset, void const* data, size_t size) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL
getObject(ShaderOffset const& offset, IShaderObject** object) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL
setObject(ShaderOffset const& offset, IShaderObject* object) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL
setResource(ShaderOffset const& offset, IResourceView* resourceView) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL
setSampler(ShaderOffset const& offset, ISamplerState* sampler) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL setCombinedTextureSampler(
ShaderOffset const& offset, IResourceView* textureView, ISamplerState* sampler) = 0;
/// Manually overrides the specialization argument for the sub-object binding at `offset`.
/// Specialization arguments are passed to the shader compiler to specialize the type
/// of interface-typed shader parameters.
virtual SLANG_NO_THROW Result SLANG_MCALL setSpecializationArgs(
ShaderOffset const& offset,
const slang::SpecializationArg* args,
uint32_t count) = 0;
};
#define SLANG_UUID_IShaderObject \
{ \
0xc1fa997e, 0x5ca2, 0x45ae, { 0x9b, 0xcb, 0xc4, 0x35, 0x9e, 0x85, 0x5, 0x85 } \
}
enum class StencilOp : uint8_t
{
Keep,
Zero,
Replace,
IncrementSaturate,
DecrementSaturate,
Invert,
IncrementWrap,
DecrementWrap,
};
enum class FillMode : uint8_t
{
Solid,
Wireframe,
};
enum class CullMode : uint8_t
{
None,
Front,
Back,
};
enum class FrontFaceMode : uint8_t
{
CounterClockwise,
Clockwise,
};
struct DepthStencilOpDesc
{
StencilOp stencilFailOp = StencilOp::Keep;
StencilOp stencilDepthFailOp = StencilOp::Keep;
StencilOp stencilPassOp = StencilOp::Keep;
ComparisonFunc stencilFunc = ComparisonFunc::Always;
};
struct DepthStencilDesc
{
bool depthTestEnable = true;
bool depthWriteEnable = true;
ComparisonFunc depthFunc = ComparisonFunc::Less;
bool stencilEnable = false;
uint32_t stencilReadMask = 0xFFFFFFFF;
uint32_t stencilWriteMask = 0xFFFFFFFF;
DepthStencilOpDesc frontFace;
DepthStencilOpDesc backFace;
uint32_t stencilRef = 0;
};
struct RasterizerDesc
{
FillMode fillMode = FillMode::Solid;
CullMode cullMode = CullMode::Back;
FrontFaceMode frontFace = FrontFaceMode::CounterClockwise;
int32_t depthBias = 0;
float depthBiasClamp = 0.0f;
float slopeScaledDepthBias = 0.0f;
bool depthClipEnable = true;
bool scissorEnable = false;
bool multisampleEnable = false;
bool antialiasedLineEnable = false;
};
enum class LogicOp
{
NoOp,
};
enum class BlendOp
{
Add,
Subtract,
ReverseSubtract,
Min,
Max,
};
enum class BlendFactor
{
Zero,
One,
SrcColor,
InvSrcColor,
SrcAlpha,
InvSrcAlpha,
DestAlpha,
InvDestAlpha,
DestColor,
InvDestColor,
SrcAlphaSaturate,
BlendColor,
InvBlendColor,
SecondarySrcColor,
InvSecondarySrcColor,
SecondarySrcAlpha,
InvSecondarySrcAlpha,
};
namespace RenderTargetWriteMask
{
typedef uint8_t Type;
enum
{
EnableNone = 0,
EnableRed = 0x01,
EnableGreen = 0x02,
EnableBlue = 0x04,
EnableAlpha = 0x08,
EnableAll = 0x0F,
};
};
typedef RenderTargetWriteMask::Type RenderTargetWriteMaskT;
struct AspectBlendDesc
{
BlendFactor srcFactor = BlendFactor::One;
BlendFactor dstFactor = BlendFactor::Zero;
BlendOp op = BlendOp::Add;
};
struct TargetBlendDesc
{
AspectBlendDesc color;
AspectBlendDesc alpha;
LogicOp logicOp = LogicOp::NoOp;
RenderTargetWriteMaskT writeMask = RenderTargetWriteMask::EnableAll;
};
struct BlendDesc
{
TargetBlendDesc const* targets = nullptr;
UInt targetCount = 0;
bool alphaToCoverateEnable = false;
};
class IFramebufferLayout : public ISlangUnknown
{
public:
struct AttachmentLayout
{
Format format;
int sampleCount;
};
struct Desc
{
uint32_t renderTargetCount;
AttachmentLayout* renderTargets;
AttachmentLayout* depthStencil;
};
};
#define SLANG_UUID_IFramebufferLayout \
{ \
0xa838785, 0xc13a, 0x4832, { 0xad, 0x88, 0x64, 0x6, 0xb5, 0x4b, 0x5e, 0xba } \
}
struct GraphicsPipelineStateDesc
{
IShaderProgram* program = nullptr;
IInputLayout* inputLayout = nullptr;
IFramebufferLayout* framebufferLayout = nullptr;
PrimitiveType primitiveType = PrimitiveType::Triangle;
DepthStencilDesc depthStencil;
RasterizerDesc rasterizer;
BlendDesc blend;
};
struct ComputePipelineStateDesc
{
IShaderProgram* program;
};
class IPipelineState : public ISlangUnknown
{
};
#define SLANG_UUID_IPipelineState \
{ \
0xca7e57d, 0x8a90, 0x44f3, { 0xbd, 0xb1, 0xfe, 0x9b, 0x35, 0x3f, 0x5a, 0x72 } \
}
struct ScissorRect
{
Int minX;
Int minY;
Int maxX;
Int maxY;
};
struct Viewport
{
float originX = 0.0f;
float originY = 0.0f;
float extentX = 0.0f;
float extentY = 0.0f;
float minZ = 0.0f;
float maxZ = 1.0f;
};
class IFramebuffer : public ISlangUnknown
{
public:
struct Desc
{
uint32_t renderTargetCount;
IResourceView* const* renderTargetViews;
IResourceView* depthStencilView;
IFramebufferLayout* layout;
};
};
#define SLANG_UUID_IFrameBuffer \
{ \
0xf0c0d9a, 0x4ef3, 0x4e18, { 0x9b, 0xa9, 0x34, 0x60, 0xea, 0x69, 0x87, 0x95 } \
}
struct WindowHandle
{
enum class Type
{
Unknown,
Win32Handle,
XLibHandle,
};
Type type;
intptr_t handleValues[2];
static WindowHandle FromHwnd(void* hwnd)
{
WindowHandle handle = {};
handle.type = WindowHandle::Type::Win32Handle;
handle.handleValues[0] = (intptr_t)(hwnd);
return handle;
}
static WindowHandle FromXWindow(void* xdisplay, uint32_t xwindow)
{
WindowHandle handle = {};
handle.type = WindowHandle::Type::XLibHandle;
handle.handleValues[0] = (intptr_t)(xdisplay);
handle.handleValues[1] = xwindow;
return handle;
}
};
struct FaceMask
{
enum Enum
{
Front = 1, Back = 2
};
};
class IRenderPassLayout : public ISlangUnknown
{
public:
enum class AttachmentLoadOp
{
Load, Clear, DontCare
};
enum class AttachmentStoreOp
{
Store, DontCare
};
struct AttachmentAccessDesc
{
AttachmentLoadOp loadOp;
AttachmentLoadOp stencilLoadOp;
AttachmentStoreOp storeOp;
AttachmentStoreOp stencilStoreOp;
ResourceState initialState;
ResourceState finalState;
};
struct Desc
{
IFramebufferLayout* framebufferLayout;
uint32_t renderTargetCount;
AttachmentAccessDesc* renderTargetAccess;
AttachmentAccessDesc* depthStencilAccess;
};
};
#define SLANG_UUID_IRenderPassLayout \
{ \
0xdaab0b1a, 0xf45d, 0x4ae9, { 0xbf, 0x2c, 0xe0, 0xbb, 0x76, 0x7d, 0xfa, 0xd1 } \
}
enum class QueryType
{
Timestamp,
};
class IQueryPool : public ISlangUnknown
{
public:
struct Desc
{
QueryType type;
SlangInt count;
};
public:
virtual SLANG_NO_THROW Result SLANG_MCALL getResult(SlangInt queryIndex, SlangInt count, uint64_t* data) = 0;
};
#define SLANG_UUID_IQueryPool \
{ 0xc2cc3784, 0x12da, 0x480a, { 0xa8, 0x74, 0x8b, 0x31, 0x96, 0x1c, 0xa4, 0x36 } }
class ICommandEncoder : public ISlangUnknown
{
public:
virtual SLANG_NO_THROW void SLANG_MCALL endEncoding() = 0;
virtual SLANG_NO_THROW void SLANG_MCALL writeTimestamp(IQueryPool* queryPool, SlangInt queryIndex) = 0;
};
#define SLANG_UUID_ICommandEncoder \
{ \
0xbd0717f8, 0xc4a7, 0x4603, { 0x94, 0xd4, 0x6f, 0x8f, 0x95, 0x16, 0x91, 0x47 } \
}
class IRenderCommandEncoder : public ICommandEncoder
{
public:
// Sets the current pipeline state. This method returns a transient shader object for
// writing shader parameters. This shader object will not retain any resources or
// sub-shader-objects bound to it. The user must be responsible for ensuring that any
// resources or shader objects that is set into `outRooShaderObject` stays alive during
// the execution of the command buffer.
virtual SLANG_NO_THROW Result SLANG_MCALL
bindPipeline(IPipelineState* state, IShaderObject** outRootShaderObject) = 0;
inline IShaderObject* bindPipeline(IPipelineState* state)
{
IShaderObject* rootObject = nullptr;
SLANG_RETURN_NULL_ON_FAIL(bindPipeline(state, &rootObject));
return rootObject;
}
virtual SLANG_NO_THROW void
SLANG_MCALL setViewports(uint32_t count, const Viewport* viewports) = 0;
virtual SLANG_NO_THROW void
SLANG_MCALL setScissorRects(uint32_t count, const ScissorRect* scissors) = 0;
/// Sets the viewport, and sets the scissor rect to match the viewport.
inline void setViewportAndScissor(Viewport const& viewport)
{
setViewports(1, &viewport);
ScissorRect rect = {};
rect.maxX = static_cast<gfx::Int>(viewport.extentX);
rect.maxY = static_cast<gfx::Int>(viewport.extentY);
setScissorRects(1, &rect);
}
virtual SLANG_NO_THROW void SLANG_MCALL setPrimitiveTopology(PrimitiveTopology topology) = 0;
virtual SLANG_NO_THROW void SLANG_MCALL setVertexBuffers(
UInt startSlot,
UInt slotCount,
IBufferResource* const* buffers,
const UInt* strides,
const UInt* offsets) = 0;
inline void setVertexBuffer(UInt slot, IBufferResource* buffer, UInt stride, UInt offset = 0)
{
setVertexBuffers(slot, 1, &buffer, &stride, &offset);
}
virtual SLANG_NO_THROW void SLANG_MCALL
setIndexBuffer(IBufferResource* buffer, Format indexFormat, UInt offset = 0) = 0;
virtual SLANG_NO_THROW void SLANG_MCALL draw(UInt vertexCount, UInt startVertex = 0) = 0;
virtual SLANG_NO_THROW void SLANG_MCALL
drawIndexed(UInt indexCount, UInt startIndex = 0, UInt baseVertex = 0) = 0;
virtual SLANG_NO_THROW void SLANG_MCALL setStencilReference(uint32_t referenceValue) = 0;
};
#define SLANG_UUID_IRenderCommandEncoder \
{ \
0x39417cf7, 0x8d97, 0x43a9, { 0xbb, 0x9f, 0x2f, 0x35, 0xe9, 0x11, 0xd0, 0x42 } \
}
class IComputeCommandEncoder : public ICommandEncoder
{
public:
// Sets the current pipeline state. This method returns a transient shader object for
// writing shader parameters. This shader object will not retain any resources or
// sub-shader-objects bound to it. The user must be responsible for ensuring that any
// resources or shader objects that is set into `outRooShaderObject` stays alive during
// the execution of the command buffer.
virtual SLANG_NO_THROW Result SLANG_MCALL
bindPipeline(IPipelineState* state, IShaderObject** outRootShaderObject) = 0;
inline IShaderObject* bindPipeline(IPipelineState* state)
{
IShaderObject* rootObject = nullptr;
SLANG_RETURN_NULL_ON_FAIL(bindPipeline(state, &rootObject));
return rootObject;
}
virtual SLANG_NO_THROW void SLANG_MCALL dispatchCompute(int x, int y, int z) = 0;
};
#define SLANG_UUID_IComputeCommandEncoder \
{ \
0x65400452, 0xc877, 0x478f, { 0x91, 0x7d, 0x48, 0xd5, 0x41, 0x6f, 0x39, 0xab } \
}
class IResourceCommandEncoder : public ICommandEncoder
{
public:
virtual SLANG_NO_THROW void SLANG_MCALL copyBuffer(
IBufferResource* dst,
size_t dstOffset,
IBufferResource* src,
size_t srcOffset,
size_t size) = 0;
virtual SLANG_NO_THROW void SLANG_MCALL
uploadBufferData(IBufferResource* dst, size_t offset, size_t size, void* data) = 0;
};
#define SLANG_UUID_IResourceCommandEncoder \
{ \
0x5fe87643, 0x7ad7, 0x4177, { 0x8b, 0xd1, 0xd7, 0x84, 0xad, 0xcf, 0x3d, 0xce } \
}
class ICommandBuffer : public ISlangUnknown
{
public:
// Only one encoder may be open at a time. User must call `ICommandEncoder::endEncoding`
// before calling other `encode*Commands` methods.
// Once `endEncoding` is called, the `ICommandEncoder` object becomes obsolete and is
// invalid for further use. To continue recording, the user must request a new encoder
// object by calling one of the `encode*Commands` methods again.
virtual SLANG_NO_THROW void SLANG_MCALL encodeRenderCommands(
IRenderPassLayout* renderPass,
IFramebuffer* framebuffer,
IRenderCommandEncoder** outEncoder) = 0;
ComPtr<IRenderCommandEncoder>
encodeRenderCommands(IRenderPassLayout* renderPass, IFramebuffer* framebuffer)
{
ComPtr<IRenderCommandEncoder> result;
encodeRenderCommands(renderPass, framebuffer, result.writeRef());
return result;
}
virtual SLANG_NO_THROW void SLANG_MCALL
encodeComputeCommands(IComputeCommandEncoder** outEncoder) = 0;
ComPtr<IComputeCommandEncoder> encodeComputeCommands()
{
ComPtr<IComputeCommandEncoder> result;
encodeComputeCommands(result.writeRef());
return result;
}
virtual SLANG_NO_THROW void SLANG_MCALL
encodeResourceCommands(IResourceCommandEncoder** outEncoder) = 0;
ComPtr<IResourceCommandEncoder> encodeResourceCommands()
{
ComPtr<IResourceCommandEncoder> result;
encodeResourceCommands(result.writeRef());
return result;
}
virtual SLANG_NO_THROW void SLANG_MCALL close() = 0;
};
#define SLANG_UUID_ICommandBuffer \
{ \
0x5d56063f, 0x91d4, 0x4723, { 0xa7, 0xa7, 0x7a, 0x15, 0xaf, 0x93, 0xeb, 0x48 } \
}
class ICommandQueue : public ISlangUnknown
{
public:
enum class QueueType
{
Graphics
};
struct Desc
{
QueueType type;
};
virtual SLANG_NO_THROW const Desc& SLANG_MCALL getDesc() = 0;
virtual SLANG_NO_THROW void SLANG_MCALL
executeCommandBuffers(uint32_t count, ICommandBuffer* const* commandBuffers) = 0;
inline void executeCommandBuffer(ICommandBuffer* commandBuffer)
{
executeCommandBuffers(1, &commandBuffer);
}
virtual SLANG_NO_THROW void SLANG_MCALL wait() = 0;
};
#define SLANG_UUID_ICommandQueue \
{ \
0x14e2bed0, 0xad0, 0x4dc8, { 0xb3, 0x41, 0x6, 0x3f, 0xe7, 0x2d, 0xbf, 0xe } \
}
class ITransientResourceHeap : public ISlangUnknown
{
public:
struct Desc
{
size_t constantBufferSize;
};
virtual SLANG_NO_THROW Result SLANG_MCALL synchronizeAndReset() = 0;
// Command buffers are one-time use. Once it is submitted to the queue via
// `executeCommandBuffers` a command buffer is no longer valid to be used any more. Command
// buffers must be closed before submission. The current D3D12 implementation has a limitation
// that only one command buffer maybe recorded at a time. User must finish recording a command
// buffer before creating another command buffer.
virtual SLANG_NO_THROW Result SLANG_MCALL
createCommandBuffer(ICommandBuffer** outCommandBuffer) = 0;
inline ComPtr<ICommandBuffer> createCommandBuffer()
{
ComPtr<ICommandBuffer> result;
SLANG_RETURN_NULL_ON_FAIL(createCommandBuffer(result.writeRef()));
return result;
}
};
#define SLANG_UUID_ITransientResourceHeap \
{ \
0xcd48bd29, 0xee72, 0x41b8, { 0xbc, 0xff, 0xa, 0x2b, 0x3a, 0xaa, 0x6d, 0xeb } \
}
class ISwapchain : public ISlangUnknown
{
public:
struct Desc
{
Format format;
uint32_t width, height;
uint32_t imageCount;
ICommandQueue* queue;
bool enableVSync;
};
virtual SLANG_NO_THROW const Desc& SLANG_MCALL getDesc() = 0;
/// Returns the back buffer image at `index`.
virtual SLANG_NO_THROW Result SLANG_MCALL
getImage(uint32_t index, ITextureResource** outResource) = 0;
/// Present the next image in the swapchain.
virtual SLANG_NO_THROW Result SLANG_MCALL present() = 0;
/// Returns the index of next back buffer image that will be presented in the next
/// `present` call. If the swapchain is invalid/out-of-date, this method returns -1.
virtual SLANG_NO_THROW int SLANG_MCALL acquireNextImage() = 0;
/// Resizes the back buffers of this swapchain. All render target views and framebuffers
/// referencing the back buffer images must be freed before calling this method.
virtual SLANG_NO_THROW Result SLANG_MCALL resize(uint32_t width, uint32_t height) = 0;
};
#define SLANG_UUID_ISwapchain \
{ \
0xbe91ba6c, 0x784, 0x4308, { 0xa1, 0x0, 0x19, 0xc3, 0x66, 0x83, 0x44, 0xb2 } \
}
struct DeviceInfo
{
DeviceType deviceType;
BindingStyle bindingStyle;
ProjectionStyle projectionStyle;
/// An projection matrix that ensures x, y mapping to pixels
/// is the same on all targets
float identityProjectionMatrix[16];
/// The name of the graphics API being used by this device.
const char* apiName = nullptr;
/// The name of the graphics adapter.
const char* adapterName = nullptr;
/// The clock frequency used in timestamp queries.
uint64_t timestampFrequency = 0;
};
enum class DebugMessageType
{
Info, Warning, Error
};
enum class DebugMessageSource
{
Layer, Driver, Slang
};
class IDebugCallback
{
public:
virtual SLANG_NO_THROW void SLANG_MCALL
handleMessage(DebugMessageType type, DebugMessageSource source, const char* message) = 0;
};
class IDevice: public ISlangUnknown
{
public:
struct SlangDesc
{
slang::IGlobalSession* slangGlobalSession = nullptr; // (optional) A slang global session object. If null will create automatically.
SlangMatrixLayoutMode defaultMatrixLayoutMode = SLANG_MATRIX_LAYOUT_ROW_MAJOR;
char const* const* searchPaths = nullptr;
SlangInt searchPathCount = 0;
slang::PreprocessorMacroDesc const* preprocessorMacros = nullptr;
SlangInt preprocessorMacroCount = 0;
const char* targetProfile = nullptr; // (optional) Target shader profile. If null this will be set to platform dependent default.
SlangFloatingPointMode floatingPointMode = SLANG_FLOATING_POINT_MODE_DEFAULT;
SlangOptimizationLevel optimizationLevel = SLANG_OPTIMIZATION_LEVEL_DEFAULT;
SlangTargetFlags targetFlags = 0;
SlangLineDirectiveMode lineDirectiveMode = SLANG_LINE_DIRECTIVE_MODE_DEFAULT;
};
struct Desc
{
// The underlying API/Platform of the device.
DeviceType deviceType = DeviceType::Default;
// Name to identify the adapter to use
const char* adapter = nullptr;
// Number of required features.
int requiredFeatureCount = 0;
// Array of required feature names, whose size is `requiredFeatureCount`.
const char** requiredFeatures = nullptr;
// The slot (typically UAV) used to identify NVAPI intrinsics. If >=0 NVAPI is required.
int nvapiExtnSlot = -1;
// The file system for loading cached shader kernels. The layer does not maintain a strong reference to the object,
// instead the user is responsible for holding the object alive during the lifetime of an `IDevice`.
ISlangFileSystem* shaderCacheFileSystem = nullptr;
// Configurations for Slang compiler.
SlangDesc slang = {};
};
virtual SLANG_NO_THROW bool SLANG_MCALL hasFeature(const char* feature) = 0;
/// Returns a list of features supported by the renderer.
virtual SLANG_NO_THROW Result SLANG_MCALL getFeatures(const char** outFeatures, UInt bufferSize, UInt* outFeatureCount) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL getSlangSession(slang::ISession** outSlangSession) = 0;
inline ComPtr<slang::ISession> getSlangSession()
{
ComPtr<slang::ISession> result;
getSlangSession(result.writeRef());
return result;
}
virtual SLANG_NO_THROW Result SLANG_MCALL createTransientResourceHeap(
const ITransientResourceHeap::Desc& desc,
ITransientResourceHeap** outHeap) = 0;
inline ComPtr<ITransientResourceHeap> createTransientResourceHeap(
const ITransientResourceHeap::Desc& desc)
{
ComPtr<ITransientResourceHeap> result;
createTransientResourceHeap(desc, result.writeRef());
return result;
}
/// Create a texture resource.
///
/// If `initData` is non-null, then it must point to an array of
/// `ITextureResource::SubresourceData` with one element for each
/// subresource of the texture being created.
///
/// The number of subresources in a texture is:
///
/// effectiveElementCount * mipLevelCount
///
/// where the effective element count is computed as:
///
/// effectiveElementCount = (isArray ? arrayElementCount : 1) * (isCube ? 6 : 1);
///
virtual SLANG_NO_THROW Result SLANG_MCALL createTextureResource(
const ITextureResource::Desc& desc,
const ITextureResource::SubresourceData* initData,
ITextureResource** outResource) = 0;
/// Create a texture resource. initData holds the initialize data to set the contents of the texture when constructed.
inline SLANG_NO_THROW ComPtr<ITextureResource> createTextureResource(
const ITextureResource::Desc& desc,
const ITextureResource::SubresourceData* initData = nullptr)
{
ComPtr<ITextureResource> resource;
SLANG_RETURN_NULL_ON_FAIL(createTextureResource(desc, initData, resource.writeRef()));
return resource;
}
/// Create a buffer resource
virtual SLANG_NO_THROW Result SLANG_MCALL createBufferResource(
const IBufferResource::Desc& desc,
const void* initData,
IBufferResource** outResource) = 0;
inline SLANG_NO_THROW ComPtr<IBufferResource> createBufferResource(
const IBufferResource::Desc& desc,
const void* initData = nullptr)
{
ComPtr<IBufferResource> resource;
SLANG_RETURN_NULL_ON_FAIL(createBufferResource(desc, initData, resource.writeRef()));
return resource;
}
virtual SLANG_NO_THROW Result SLANG_MCALL
createSamplerState(ISamplerState::Desc const& desc, ISamplerState** outSampler) = 0;
inline ComPtr<ISamplerState> createSamplerState(ISamplerState::Desc const& desc)
{
ComPtr<ISamplerState> sampler;
SLANG_RETURN_NULL_ON_FAIL(createSamplerState(desc, sampler.writeRef()));
return sampler;
}
virtual SLANG_NO_THROW Result SLANG_MCALL createTextureView(
ITextureResource* texture, IResourceView::Desc const& desc, IResourceView** outView) = 0;
inline ComPtr<IResourceView> createTextureView(ITextureResource* texture, IResourceView::Desc const& desc)
{
ComPtr<IResourceView> view;
SLANG_RETURN_NULL_ON_FAIL(createTextureView(texture, desc, view.writeRef()));
return view;
}
virtual SLANG_NO_THROW Result SLANG_MCALL createBufferView(
IBufferResource* buffer, IResourceView::Desc const& desc, IResourceView** outView) = 0;
inline ComPtr<IResourceView> createBufferView(IBufferResource* buffer, IResourceView::Desc const& desc)
{
ComPtr<IResourceView> view;
SLANG_RETURN_NULL_ON_FAIL(createBufferView(buffer, desc, view.writeRef()));
return view;
}
virtual SLANG_NO_THROW Result SLANG_MCALL
createFramebufferLayout(IFramebufferLayout::Desc const& desc, IFramebufferLayout** outFrameBuffer) = 0;
inline ComPtr<IFramebufferLayout> createFramebufferLayout(IFramebufferLayout::Desc const& desc)
{
ComPtr<IFramebufferLayout> fb;
SLANG_RETURN_NULL_ON_FAIL(createFramebufferLayout(desc, fb.writeRef()));
return fb;
}
virtual SLANG_NO_THROW Result SLANG_MCALL
createFramebuffer(IFramebuffer::Desc const& desc, IFramebuffer** outFrameBuffer) = 0;
inline ComPtr<IFramebuffer> createFramebuffer(IFramebuffer::Desc const& desc)
{
ComPtr<IFramebuffer> fb;
SLANG_RETURN_NULL_ON_FAIL(createFramebuffer(desc, fb.writeRef()));
return fb;
}
virtual SLANG_NO_THROW Result SLANG_MCALL createRenderPassLayout(
const IRenderPassLayout::Desc& desc,
IRenderPassLayout** outRenderPassLayout) = 0;
inline ComPtr<IRenderPassLayout> createRenderPassLayout(const IRenderPassLayout::Desc& desc)
{
ComPtr<IRenderPassLayout> rs;
SLANG_RETURN_NULL_ON_FAIL(createRenderPassLayout(desc, rs.writeRef()));
return rs;
}
virtual SLANG_NO_THROW Result SLANG_MCALL createSwapchain(
ISwapchain::Desc const& desc, WindowHandle window, ISwapchain** outSwapchain) = 0;
inline ComPtr<ISwapchain> createSwapchain(ISwapchain::Desc const& desc, WindowHandle window)
{
ComPtr<ISwapchain> swapchain;
SLANG_RETURN_NULL_ON_FAIL(createSwapchain(desc, window, swapchain.writeRef()));
return swapchain;
}
virtual SLANG_NO_THROW Result SLANG_MCALL createInputLayout(
const InputElementDesc* inputElements, UInt inputElementCount, IInputLayout** outLayout) = 0;
inline ComPtr<IInputLayout> createInputLayout(const InputElementDesc* inputElements, UInt inputElementCount)
{
ComPtr<IInputLayout> layout;
SLANG_RETURN_NULL_ON_FAIL(createInputLayout(inputElements, inputElementCount, layout.writeRef()));
return layout;
}
virtual SLANG_NO_THROW Result SLANG_MCALL
createCommandQueue(const ICommandQueue::Desc& desc, ICommandQueue** outQueue) = 0;
inline ComPtr<ICommandQueue> createCommandQueue(const ICommandQueue::Desc& desc)
{
ComPtr<ICommandQueue> queue;
SLANG_RETURN_NULL_ON_FAIL(createCommandQueue(desc, queue.writeRef()));
return queue;
}
virtual SLANG_NO_THROW Result SLANG_MCALL createShaderObject(
slang::TypeReflection* type,
ShaderObjectContainerType container,
IShaderObject** outObject) = 0;
inline ComPtr<IShaderObject> createShaderObject(slang::TypeReflection* type)
{
ComPtr<IShaderObject> object;
SLANG_RETURN_NULL_ON_FAIL(createShaderObject(type, ShaderObjectContainerType::None, object.writeRef()));
return object;
}
virtual SLANG_NO_THROW Result SLANG_MCALL createProgram(const IShaderProgram::Desc& desc, IShaderProgram** outProgram) = 0;
inline ComPtr<IShaderProgram> createProgram(const IShaderProgram::Desc& desc)
{
ComPtr<IShaderProgram> program;
SLANG_RETURN_NULL_ON_FAIL(createProgram(desc, program.writeRef()));
return program;
}
virtual SLANG_NO_THROW Result SLANG_MCALL createGraphicsPipelineState(
const GraphicsPipelineStateDesc& desc,
IPipelineState** outState) = 0;
inline ComPtr<IPipelineState> createGraphicsPipelineState(
const GraphicsPipelineStateDesc& desc)
{
ComPtr<IPipelineState> state;
SLANG_RETURN_NULL_ON_FAIL(createGraphicsPipelineState(desc, state.writeRef()));
return state;
}
virtual SLANG_NO_THROW Result SLANG_MCALL createComputePipelineState(
const ComputePipelineStateDesc& desc,
IPipelineState** outState) = 0;
inline ComPtr<IPipelineState> createComputePipelineState(
const ComputePipelineStateDesc& desc)
{
ComPtr<IPipelineState> state;
SLANG_RETURN_NULL_ON_FAIL(createComputePipelineState(desc, state.writeRef()));
return state;
}
/// Read back texture resource and stores the result in `outBlob`.
virtual SLANG_NO_THROW SlangResult SLANG_MCALL readTextureResource(
ITextureResource* resource,
ResourceState state,
ISlangBlob** outBlob,
size_t* outRowPitch,
size_t* outPixelSize) = 0;
virtual SLANG_NO_THROW SlangResult SLANG_MCALL readBufferResource(
IBufferResource* buffer,
size_t offset,
size_t size,
ISlangBlob** outBlob) = 0;
/// Get the type of this renderer
virtual SLANG_NO_THROW const DeviceInfo& SLANG_MCALL getDeviceInfo() const = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL createQueryPool(
const IQueryPool::Desc& desc, IQueryPool** outPool) = 0;
};
#define SLANG_UUID_IDevice \
{ \
0x715bdf26, 0x5135, 0x11eb, { 0xAE, 0x93, 0x02, 0x42, 0xAC, 0x13, 0x00, 0x02 } \
}
// Global public functions
extern "C"
{
/// Gets the size in bytes of a Format type. Returns 0 if a size is not defined/invalid
SLANG_GFX_API size_t SLANG_MCALL gfxGetFormatSize(Format format);
/// Gets information about the format
SLANG_GFX_API FormatInfo gfxGetFormatInfo(Format format);
/// Given a type returns a function that can construct it, or nullptr if there isn't one
SLANG_GFX_API SlangResult SLANG_MCALL
gfxCreateDevice(const IDevice::Desc* desc, IDevice** outDevice);
/// Sets a callback for receiving debug messages.
/// The layer does not hold a strong reference to the callback object.
/// The user is responsible for holding the callback object alive.
SLANG_GFX_API SlangResult SLANG_MCALL
gfxSetDebugCallback(IDebugCallback* callback);
/// Enables debug layer. The debug layer will check all `gfx` calls and verify that uses are valid.
SLANG_GFX_API void SLANG_MCALL gfxEnableDebugLayer();
SLANG_GFX_API const char* SLANG_MCALL gfxGetDeviceTypeName(DeviceType type);
}
}// renderer_test