https://github.com/shader-slang/slang
Tip revision: dc45802707b6e3f1a3eedc8e8a5583102b2d8a0d authored by Yong He on 05 April 2023, 18:19:00 UTC
Fix linking issue in slangpy + no mask param for kernels. (#2778)
Fix linking issue in slangpy + no mask param for kernels. (#2778)
Tip revision: dc45802
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
// Needed for building on cygwin with gcc
#undef Always
#undef None
// GLOBAL TODO: doc comments
// GLOBAL TODO: Rationalize integer types (not a smush of uint/int/Uint/Int/etc)
// - need typedefs in gfx namespace for Count, Index, Size, Offset (ex. DeviceAddress)
// - Index and Count are for arrays, and indexing into array - like things(XY coordinates of pixels, etc.)
// - Count is also for anything where we need to measure how many of something there are. This includes things like extents.
// - Offset and Size are almost always for bytes and things measured in bytes.
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;
typedef int GfxIndex;
typedef int GfxCount;
typedef size_t Size;
typedef size_t Offset;
const uint64_t kTimeoutInfinite = 0xFFFFFFFFFFFFFFFF;
enum class StructType
{
D3D12DeviceExtendedDesc, D3D12ExperimentalFeaturesDesc
};
// TODO: Rename to Stage
enum class StageType
{
Unknown,
Vertex,
Hull,
Domain,
Geometry,
Fragment,
Compute,
RayGeneration,
Intersection,
AnyHit,
ClosestHit,
Miss,
Callable,
Amplification,
Mesh,
CountOf,
};
// TODO: Implementation or backend or something else?
enum class DeviceType
{
Unknown,
Default,
DirectX11,
DirectX12,
OpenGl,
Vulkan,
CPU,
CUDA,
CountOf,
};
// TODO: Why does this exist it should go poof
enum class ProjectionStyle
{
Unknown,
OpenGl,
DirectX,
Vulkan,
CountOf,
};
// TODO: This should also go poof
/// The style of the binding
enum class BindingStyle
{
Unknown,
DirectX,
OpenGl,
Vulkan,
CPU,
CUDA,
CountOf,
};
// TODO: Is this actually a flag when there are no bit fields?
enum class AccessFlag
{
None,
Read,
Write,
};
// TODO: Needed? Shouldn't be hard-coded if so
const GfxCount kMaxRenderTargetCount = 8;
class ITransientResourceHeap;
enum class ShaderModuleSourceType
{
SlangSource, // a slang source string in memory.
SlangModuleBinary, // a slang module binary code in memory.
SlangSourceFile, // a slang source from file.
SlangModuleBinaryFile, // a slang module binary code from file.
};
class IShaderProgram: public ISlangUnknown
{
public:
// Defines how linking should be performed for a shader program.
enum class LinkingStyle
{
// Compose all entry-points in a single program, then compile all entry-points together with the same
// set of root shader arguments.
SingleProgram,
// Link and compile each entry-point individually, potentially with different specializations.
SeparateEntryPointCompilation
};
struct Desc
{
// TODO: Tess doesn't like this but doesn't know what to do about it
// The linking style of this program.
LinkingStyle linkingStyle = LinkingStyle::SingleProgram;
// The global scope or a Slang composite component that represents the entire program.
slang::IComponentType* slangGlobalScope;
// Number of separate entry point components in the `slangEntryPoints` array to link in.
// If set to 0, then `slangGlobalScope` must contain Slang EntryPoint components.
// If not 0, then `slangGlobalScope` must not contain any EntryPoint components.
GfxCount entryPointCount = 0;
// An array of Slang entry points. The size of the array must be `entryPointCount`.
// Each element must define only 1 Slang EntryPoint.
slang::IComponentType** slangEntryPoints = nullptr;
};
struct CreateDesc2
{
ShaderModuleSourceType sourceType;
void* sourceData;
Size sourceDataSize;
// Number of entry points to include in the shader program. 0 means include all entry points
// defined in the module.
GfxCount entryPointCount = 0;
// Names of entry points to include in the shader program. The size of the array must be
// `entryPointCount`.
const char** entryPointNames = nullptr;
};
virtual SLANG_NO_THROW slang::TypeReflection* SLANG_MCALL findTypeByName(const char* name) = 0;
};
#define SLANG_UUID_IShaderProgram \
{ \
0x9d32d0ad, 0x915c, 0x4ffd, { 0x91, 0xe2, 0x50, 0x85, 0x54, 0xa0, 0x4a, 0x76 } \
}
// TODO: Confirm with Yong that we really want this naming convention
// TODO: Rename to what?
// Dont' change without keeping in sync with Format
#define GFX_FORMAT(x) \
x( Unknown, 0, 0) \
\
x(R32G32B32A32_TYPELESS, 16, 1) \
x(R32G32B32_TYPELESS, 12, 1) \
x(R32G32_TYPELESS, 8, 1) \
x(R32_TYPELESS, 4, 1) \
\
x(R16G16B16A16_TYPELESS, 8, 1) \
x(R16G16_TYPELESS, 4, 1) \
x(R16_TYPELESS, 2, 1) \
\
x(R8G8B8A8_TYPELESS, 4, 1) \
x(R8G8_TYPELESS, 2, 1) \
x(R8_TYPELESS, 1, 1) \
x(B8G8R8A8_TYPELESS, 4, 1) \
\
x(R32G32B32A32_FLOAT, 16, 1) \
x(R32G32B32_FLOAT, 12, 1) \
x(R32G32_FLOAT, 8, 1) \
x(R32_FLOAT, 4, 1) \
\
x(R16G16B16A16_FLOAT, 8, 1) \
x(R16G16_FLOAT, 4, 1) \
x(R16_FLOAT, 2, 1) \
\
x(R32G32B32A32_UINT, 16, 1) \
x(R32G32B32_UINT, 12, 1) \
x(R32G32_UINT, 8, 1) \
x(R32_UINT, 4, 1) \
\
x(R16G16B16A16_UINT, 8, 1) \
x(R16G16_UINT, 4, 1) \
x(R16_UINT, 2, 1) \
\
x(R8G8B8A8_UINT, 4, 1) \
x(R8G8_UINT, 2, 1) \
x(R8_UINT, 1, 1) \
\
x(R32G32B32A32_SINT, 16, 1) \
x(R32G32B32_SINT, 12, 1) \
x(R32G32_SINT, 8, 1) \
x(R32_SINT, 4, 1) \
\
x(R16G16B16A16_SINT, 8, 1) \
x(R16G16_SINT, 4, 1) \
x(R16_SINT, 2, 1) \
\
x(R8G8B8A8_SINT, 4, 1) \
x(R8G8_SINT, 2, 1) \
x(R8_SINT, 1, 1) \
\
x(R16G16B16A16_UNORM, 8, 1) \
x(R16G16_UNORM, 4, 1) \
x(R16_UNORM, 2, 1) \
\
x(R8G8B8A8_UNORM, 4, 1) \
x(R8G8B8A8_UNORM_SRGB, 4, 1) \
x(R8G8_UNORM, 2, 1) \
x(R8_UNORM, 1, 1) \
x(B8G8R8A8_UNORM, 4, 1) \
x(B8G8R8A8_UNORM_SRGB, 4, 1) \
x(B8G8R8X8_UNORM, 4, 1) \
x(B8G8R8X8_UNORM_SRGB, 4, 1) \
\
x(R16G16B16A16_SNORM, 8, 1) \
x(R16G16_SNORM, 4, 1) \
x(R16_SNORM, 2, 1) \
\
x(R8G8B8A8_SNORM, 4, 1) \
x(R8G8_SNORM, 2, 1) \
x(R8_SNORM, 1, 1) \
\
x(D32_FLOAT, 4, 1) \
x(D16_UNORM, 2, 1) \
\
x(B4G4R4A4_UNORM, 2, 1) \
x(B5G6R5_UNORM, 2, 1) \
x(B5G5R5A1_UNORM, 2, 1) \
\
x(R9G9B9E5_SHAREDEXP, 4, 1) \
x(R10G10B10A2_TYPELESS, 4, 1) \
x(R10G10B10A2_UNORM, 4, 1) \
x(R10G10B10A2_UINT, 4, 1) \
x(R11G11B10_FLOAT, 4, 1) \
\
x(BC1_UNORM, 8, 16) \
x(BC1_UNORM_SRGB, 8, 16) \
x(BC2_UNORM, 16, 16) \
x(BC2_UNORM_SRGB, 16, 16) \
x(BC3_UNORM, 16, 16) \
x(BC3_UNORM_SRGB, 16, 16) \
x(BC4_UNORM, 8, 16) \
x(BC4_SNORM, 8, 16) \
x(BC5_UNORM, 16, 16) \
x(BC5_SNORM, 16, 16) \
x(BC6H_UF16, 16, 16) \
x(BC6H_SF16, 16, 16) \
x(BC7_UNORM, 16, 16) \
x(BC7_UNORM_SRGB, 16, 16)
// TODO: This should be generated from above
// TODO: enum class should be explicitly uint32_t or whatever's appropriate
/// 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
{
// D3D formats omitted: 19-22, 44-47, 65-66, 68-70, 73, 76, 79, 82, 88-89, 92-94, 97, 100-114
// These formats are omitted due to lack of a corresponding Vulkan format. D24_UNORM_S8_UINT (DXGI_FORMAT 45)
// has a matching Vulkan format but is also omitted as it is only supported by Nvidia.
Unknown,
R32G32B32A32_TYPELESS,
R32G32B32_TYPELESS,
R32G32_TYPELESS,
R32_TYPELESS,
R16G16B16A16_TYPELESS,
R16G16_TYPELESS,
R16_TYPELESS,
R8G8B8A8_TYPELESS,
R8G8_TYPELESS,
R8_TYPELESS,
B8G8R8A8_TYPELESS,
R32G32B32A32_FLOAT,
R32G32B32_FLOAT,
R32G32_FLOAT,
R32_FLOAT,
R16G16B16A16_FLOAT,
R16G16_FLOAT,
R16_FLOAT,
R32G32B32A32_UINT,
R32G32B32_UINT,
R32G32_UINT,
R32_UINT,
R16G16B16A16_UINT,
R16G16_UINT,
R16_UINT,
R8G8B8A8_UINT,
R8G8_UINT,
R8_UINT,
R32G32B32A32_SINT,
R32G32B32_SINT,
R32G32_SINT,
R32_SINT,
R16G16B16A16_SINT,
R16G16_SINT,
R16_SINT,
R8G8B8A8_SINT,
R8G8_SINT,
R8_SINT,
R16G16B16A16_UNORM,
R16G16_UNORM,
R16_UNORM,
R8G8B8A8_UNORM,
R8G8B8A8_UNORM_SRGB,
R8G8_UNORM,
R8_UNORM,
B8G8R8A8_UNORM,
B8G8R8A8_UNORM_SRGB,
B8G8R8X8_UNORM,
B8G8R8X8_UNORM_SRGB,
R16G16B16A16_SNORM,
R16G16_SNORM,
R16_SNORM,
R8G8B8A8_SNORM,
R8G8_SNORM,
R8_SNORM,
D32_FLOAT,
D16_UNORM,
B4G4R4A4_UNORM,
B5G6R5_UNORM,
B5G5R5A1_UNORM,
R9G9B9E5_SHAREDEXP,
R10G10B10A2_TYPELESS,
R10G10B10A2_UNORM,
R10G10B10A2_UINT,
R11G11B10_FLOAT,
BC1_UNORM,
BC1_UNORM_SRGB,
BC2_UNORM,
BC2_UNORM_SRGB,
BC3_UNORM,
BC3_UNORM_SRGB,
BC4_UNORM,
BC4_SNORM,
BC5_UNORM,
BC5_SNORM,
BC6H_UF16,
BC6H_SF16,
BC7_UNORM,
BC7_UNORM_SRGB,
_Count,
};
// TODO: Aspect = Color, Depth, Stencil, etc.
// TODO: Channel = R, G, B, A, D, S, etc.
// TODO: Pick : pixel or texel
// TODO: Block is a good term for what it is
// TODO: Width/Height/Depth/whatever should not be used. We should use extentX, extentY, etc.
struct FormatInfo
{
GfxCount 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. TODO: Change to uint32_t?
Size blockSizeInBytes; ///< The size of a block in bytes.
GfxCount pixelsPerBlock; ///< The number of pixels contained in a block.
GfxCount blockWidth; ///< The width of a block in pixels.
GfxCount blockHeight; ///< The height of a block in pixels.
};
enum class InputSlotClass
{
PerVertex, PerInstance
};
struct InputElementDesc
{
char const* semanticName; ///< The name of the corresponding parameter in shader code.
GfxIndex semanticIndex; ///< The index of the corresponding parameter in shader code. Only needed if multiple parameters share a semantic name.
Format format; ///< The format of the data being fetched for this element.
Offset offset; ///< The offset in bytes of this element from the start of the corresponding chunk of vertex stream data.
GfxIndex bufferSlotIndex; ///< The index of the vertex stream to fetch this element's data from.
};
struct VertexStreamDesc
{
Size stride; ///< The stride in bytes for this vertex stream.
InputSlotClass slotClass; ///< Whether the stream contains per-vertex or per-instance data.
GfxCount instanceDataStepRate; ///< How many instances to draw per chunk of data.
};
enum class PrimitiveType
{
Point, Line, Triangle, Patch
};
enum class PrimitiveTopology
{
TriangleList, TriangleStrip, PointList, LineList, LineStrip
};
enum class ResourceState
{
Undefined,
General,
PreInitialized,
VertexBuffer,
IndexBuffer,
ConstantBuffer,
StreamOutput,
ShaderResource,
UnorderedAccess,
RenderTarget,
DepthRead,
DepthWrite,
Present,
IndirectArgument,
CopySource,
CopyDestination,
ResolveSource,
ResolveDestination,
AccelerationStructure,
AccelerationStructureBuildInput,
PixelShaderResource,
NonPixelShaderResource,
_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...);
}
ResourceStateSet operator&(const ResourceStateSet& that) const
{
ResourceStateSet result;
result.m_bitFields = this->m_bitFields & that.m_bitFields;
return result;
}
private:
uint64_t m_bitFields = 0;
void add() {}
};
/// Describes how memory for the resource should be allocated for CPU access.
enum class MemoryType
{
DeviceLocal,
Upload,
ReadBack,
};
enum class InteropHandleAPI
{
Unknown,
D3D12, // A D3D12 object pointer.
Vulkan, // A general Vulkan object handle.
CUDA, // A general CUDA object handle.
Win32, // A general Win32 HANDLE.
FileDescriptor, // A file descriptor.
DeviceAddress, // A device address.
D3D12CpuDescriptorHandle, // A D3D12_CPU_DESCRIPTOR_HANDLE value.
};
struct InteropHandle
{
InteropHandleAPI api = InteropHandleAPI::Unknown;
uint64_t handleValue = 0;
};
// Declare opaque type
class IInputLayout : public ISlangUnknown
{
public:
struct Desc
{
InputElementDesc const* inputElements = nullptr;
GfxCount inputElementCount = 0;
VertexStreamDesc const* vertexStreams = nullptr;
GfxCount vertexStreamCount = 0;
};
};
#define SLANG_UUID_IInputLayout \
{ \
0x45223711, 0xa84b, 0x455c, { 0xbe, 0xfa, 0x49, 0x37, 0x42, 0x1e, 0x8e, 0x2e } \
}
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
_Count,
};
/// Base class for Descs
struct DescBase
{
Type type = Type::Unknown;
ResourceState defaultState = ResourceState::Undefined;
ResourceStateSet allowedStates = ResourceStateSet();
MemoryType memoryType = MemoryType::DeviceLocal;
InteropHandle existingHandle = {};
bool isShared = false;
};
virtual SLANG_NO_THROW Type SLANG_MCALL getType() = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL getNativeResourceHandle(InteropHandle* outHandle) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL getSharedHandle(InteropHandle* outHandle) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL setDebugName(const char* name) = 0;
virtual SLANG_NO_THROW const char* SLANG_MCALL getDebugName() = 0;
};
#define SLANG_UUID_IResource \
{ \
0xa0e39f34, 0x8398, 0x4522, { 0x95, 0xc2, 0xeb, 0xc0, 0xf9, 0x84, 0xef, 0x3f } \
}
struct MemoryRange
{
// TODO: Change to Offset/Size?
uint64_t offset;
uint64_t size;
};
class IBufferResource: public IResource
{
public:
struct Desc: public DescBase
{
Size sizeInBytes = 0; ///< Total size in bytes
Size 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;
virtual SLANG_NO_THROW Result SLANG_MCALL map(MemoryRange* rangeToRead, void** outPointer) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL unmap(MemoryRange* writtenRange) = 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;
};
struct BufferRange
{
// TODO: Change to Index and Count?
uint64_t firstElement;
uint64_t elementCount;
};
enum class TextureAspect : uint32_t
{
Default = 0,
Color = 0x00000001,
Depth = 0x00000002,
Stencil = 0x00000004,
MetaData = 0x00000008,
Plane0 = 0x00000010,
Plane1 = 0x00000020,
Plane2 = 0x00000040,
DepthStencil = Depth | Stencil,
};
struct SubresourceRange
{
TextureAspect aspectMask;
GfxIndex mipLevel;
GfxCount mipLevelCount;
GfxIndex baseArrayLayer; // For Texture3D, this is WSlice.
GfxCount layerCount; // For cube maps, this is a multiple of 6.
};
class ITextureResource: public IResource
{
public:
static const Size kRemainingTextureSize = 0xFFFFFFFF;
struct Offset3D
{
GfxIndex x = 0;
GfxIndex y = 0;
GfxIndex z = 0;
Offset3D() = default;
Offset3D(GfxIndex _x, GfxIndex _y, GfxIndex _z) :x(_x), y(_y), z(_z) {}
};
struct SampleDesc
{
GfxCount numSamples = 1; ///< Number of samples per pixel
int quality = 0; ///< The quality measure for the samples
};
struct Extents
{
GfxCount width = 0; ///< Width in pixels
GfxCount height = 0; ///< Height in pixels (if 2d or 3d)
GfxCount depth = 0; ///< Depth (if 3d)
};
struct Desc: public DescBase
{
Extents size;
GfxCount arraySize = 0; ///< Array size
GfxCount 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 = nullptr;
};
/// 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.
///
gfx::Size 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.
///
gfx::Size 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 } \
}
enum class ComparisonFunc : uint8_t
{
Never = 0x0,
Less = 0x1,
Equal = 0x2,
LessEqual = 0x3,
Greater = 0x4,
NotEqual = 0x5,
GreaterEqual = 0x6,
Always = 0x7,
};
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;
};
/// Returns a native API handle representing this sampler state object.
/// When using D3D12, this will be a D3D12_CPU_DESCRIPTOR_HANDLE.
/// When using Vulkan, this will be a VkSampler.
virtual SLANG_NO_THROW Result SLANG_MCALL getNativeHandle(InteropHandle* outNativeHandle) = 0;
};
#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,
AccelerationStructure,
CountOf_,
};
struct RenderTargetDesc
{
// The resource shape of this render target view.
IResource::Type shape;
};
struct Desc
{
Type type;
Format format;
// Required fields for `RenderTarget` and `DepthStencil` views.
RenderTargetDesc renderTarget;
// Specifies the range of a texture resource for a ShaderRsource/UnorderedAccess/RenderTarget/DepthStencil view.
SubresourceRange subresourceRange;
// Specifies the range of a buffer resource for a ShaderResource/UnorderedAccess view.
BufferRange bufferRange;
// Specifies the element size in bytes of a structured buffer. Pass 0 for a raw buffer view.
Size bufferElementSize;
};
virtual SLANG_NO_THROW Desc* SLANG_MCALL getViewDesc() = 0;
/// Returns a native API handle representing this resource view object.
/// When using D3D12, this will be a D3D12_CPU_DESCRIPTOR_HANDLE or a buffer device address depending
/// on the type of the resource view.
/// When using Vulkan, this will be a VkImageView, VkBufferView, VkAccelerationStructure or a VkBuffer
/// depending on the type of the resource view.
virtual SLANG_NO_THROW Result SLANG_MCALL getNativeHandle(InteropHandle* outNativeHandle) = 0;
};
#define SLANG_UUID_IResourceView \
{ \
0x7b6c4926, 0x884, 0x408c, { 0xad, 0x8a, 0x50, 0x3a, 0x8e, 0x23, 0x98, 0xa4 } \
}
class IAccelerationStructure : public IResourceView
{
public:
enum class Kind
{
TopLevel,
BottomLevel
};
struct BuildFlags
{
// The enum values are intentionally consistent with
// D3D12_RAYTRACING_ACCELERATION_STRUCTURE_BUILD_FLAGS.
enum Enum
{
None,
AllowUpdate = 1,
AllowCompaction = 2,
PreferFastTrace = 4,
PreferFastBuild = 8,
MinimizeMemory = 16,
PerformUpdate = 32
};
};
enum class GeometryType
{
Triangles, ProcedurePrimitives
};
struct GeometryFlags
{
// The enum values are intentionally consistent with
// D3D12_RAYTRACING_GEOMETRY_FLAGS.
enum Enum
{
None,
Opaque = 1,
NoDuplicateAnyHitInvocation = 2
};
};
struct TriangleDesc
{
DeviceAddress transform3x4;
Format indexFormat;
Format vertexFormat;
GfxCount indexCount;
GfxCount vertexCount;
DeviceAddress indexData;
DeviceAddress vertexData;
Size vertexStride;
};
struct ProceduralAABB
{
float minX;
float minY;
float minZ;
float maxX;
float maxY;
float maxZ;
};
struct ProceduralAABBDesc
{
/// Number of AABBs.
GfxCount count;
/// Pointer to an array of `ProceduralAABB` values in device memory.
DeviceAddress data;
/// Stride in bytes of the AABB values array.
Size stride;
};
struct GeometryDesc
{
GeometryType type;
GeometryFlags::Enum flags;
union
{
TriangleDesc triangles;
ProceduralAABBDesc proceduralAABBs;
} content;
};
struct GeometryInstanceFlags
{
// The enum values are kept consistent with D3D12_RAYTRACING_INSTANCE_FLAGS
// and VkGeometryInstanceFlagBitsKHR.
enum Enum : uint32_t
{
None = 0,
TriangleFacingCullDisable = 0x00000001,
TriangleFrontCounterClockwise = 0x00000002,
ForceOpaque = 0x00000004,
NoOpaque = 0x00000008
};
};
// TODO: Should any of these be changed?
// The layout of this struct is intentionally consistent with D3D12_RAYTRACING_INSTANCE_DESC
// and VkAccelerationStructureInstanceKHR.
struct InstanceDesc
{
float transform[3][4];
uint32_t instanceID : 24;
uint32_t instanceMask : 8;
uint32_t instanceContributionToHitGroupIndex : 24;
uint32_t flags : 8; // Combination of GeometryInstanceFlags::Enum values.
DeviceAddress accelerationStructure;
};
struct PrebuildInfo
{
Size resultDataMaxSize;
Size scratchDataSize;
Size updateScratchDataSize;
};
struct BuildInputs
{
Kind kind;
BuildFlags::Enum flags;
GfxCount descCount;
/// Array of `InstanceDesc` values in device memory.
/// Used when `kind` is `TopLevel`.
DeviceAddress instanceDescs;
/// Array of `GeometryDesc` values.
/// Used when `kind` is `BottomLevel`.
const GeometryDesc* geometryDescs;
};
struct CreateDesc
{
Kind kind;
IBufferResource* buffer;
Offset offset;
Size size;
};
struct BuildDesc
{
BuildInputs inputs;
IAccelerationStructure* source;
IAccelerationStructure* dest;
DeviceAddress scratchData;
};
virtual SLANG_NO_THROW DeviceAddress SLANG_MCALL getDeviceAddress() = 0;
};
#define SLANG_UUID_IAccelerationStructure \
{ \
0xa5cdda3c, 0x1d4e, 0x4df7, { 0x8e, 0xf2, 0xb7, 0x3f, 0xce, 0x4, 0xde, 0x3b } \
}
class IFence : public ISlangUnknown
{
public:
struct Desc
{
uint64_t initialValue = 0;
bool isShared = false;
};
/// Returns the currently signaled value on the device.
virtual SLANG_NO_THROW Result SLANG_MCALL getCurrentValue(uint64_t* outValue) = 0;
/// Signals the fence from the host with the specified value.
virtual SLANG_NO_THROW Result SLANG_MCALL setCurrentValue(uint64_t value) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL getSharedHandle(InteropHandle* outHandle) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL getNativeHandle(InteropHandle* outNativeHandle) = 0;
};
#define SLANG_UUID_IFence \
{ \
0x7fe1c283, 0xd3f4, 0x48ed, { 0xaa, 0xf3, 0x1, 0x51, 0x96, 0x4e, 0x7c, 0xb5 } \
}
struct ShaderOffset
{
SlangInt uniformOffset = 0; // TODO: Change to Offset?
GfxIndex bindingRangeIndex = 0;
GfxIndex bindingArrayIndex = 0;
uint32_t getHashCode() const
{
return (uint32_t)(((bindingRangeIndex << 20) + bindingArrayIndex) ^ uniformOffset);
}
bool operator==(const ShaderOffset& other) const
{
return uniformOffset == other.uniformOffset
&& bindingRangeIndex == other.bindingRangeIndex
&& bindingArrayIndex == other.bindingArrayIndex;
}
bool operator!=(const ShaderOffset& other) const
{
return !this->operator==(other);
}
bool operator<(const ShaderOffset& other) const
{
if (bindingRangeIndex < other.bindingRangeIndex)
return true;
if (bindingRangeIndex > other.bindingRangeIndex)
return false;
if (bindingArrayIndex < other.bindingArrayIndex)
return true;
if (bindingArrayIndex > other.bindingArrayIndex)
return false;
return uniformOffset < other.uniformOffset;
}
bool operator<=(const ShaderOffset& other) const { return (*this == other) || (*this) < other; }
bool operator>(const ShaderOffset& other) const { return other < *this; }
bool operator>=(const ShaderOffset& other) const { return other <= *this; }
};
enum class ShaderObjectContainerType
{
None, Array, StructuredBuffer
};
class IShaderObject : public ISlangUnknown
{
public:
virtual SLANG_NO_THROW slang::TypeLayoutReflection* SLANG_MCALL getElementTypeLayout() = 0;
virtual SLANG_NO_THROW ShaderObjectContainerType SLANG_MCALL getContainerType() = 0;
virtual SLANG_NO_THROW GfxCount SLANG_MCALL getEntryPointCount() = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL
getEntryPoint(GfxIndex index, IShaderObject** entryPoint) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL
setData(ShaderOffset const& offset, void const* data, Size 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,
GfxCount count) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL getCurrentVersion(
ITransientResourceHeap* transientHeap,
IShaderObject** outObject) = 0;
virtual SLANG_NO_THROW const void* SLANG_MCALL getRawData() = 0;
virtual SLANG_NO_THROW Size SLANG_MCALL getSize() = 0;
/// Use the provided constant buffer instead of the internally created one.
virtual SLANG_NO_THROW Result SLANG_MCALL setConstantBufferOverride(IBufferResource* constantBuffer) = 0;
inline ComPtr<IShaderObject> getObject(ShaderOffset const& offset)
{
ComPtr<IShaderObject> object = nullptr;
SLANG_RETURN_NULL_ON_FAIL(getObject(offset, object.writeRef()));
return object;
}
inline ComPtr<IShaderObject> getEntryPoint(GfxIndex index)
{
ComPtr<IShaderObject> entryPoint = nullptr;
SLANG_RETURN_NULL_ON_FAIL(getEntryPoint(index, entryPoint.writeRef()));
return entryPoint;
}
};
#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 = false;
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::None;
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;
bool enableConservativeRasterization = false;
uint32_t forcedSampleCount = 0;
};
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;
bool enableBlend = false;
LogicOp logicOp = LogicOp::NoOp;
RenderTargetWriteMaskT writeMask = RenderTargetWriteMask::EnableAll;
};
struct BlendDesc
{
TargetBlendDesc targets[kMaxRenderTargetCount];
GfxCount targetCount = 0;
bool alphaToCoverageEnable = false;
};
class IFramebufferLayout : public ISlangUnknown
{
public:
struct TargetLayout
{
Format format;
GfxCount sampleCount;
};
struct Desc
{
GfxCount renderTargetCount;
TargetLayout* renderTargets = nullptr;
TargetLayout* depthStencil = nullptr;
};
};
#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 = nullptr;
void* d3d12RootSignatureOverride = nullptr;
};
struct RayTracingPipelineFlags
{
enum Enum : uint32_t
{
None = 0,
SkipTriangles = 1,
SkipProcedurals = 2,
};
};
struct HitGroupDesc
{
const char* hitGroupName = nullptr;
const char* closestHitEntryPoint = nullptr;
const char* anyHitEntryPoint = nullptr;
const char* intersectionEntryPoint = nullptr;
};
struct RayTracingPipelineStateDesc
{
IShaderProgram* program = nullptr;
GfxCount hitGroupCount = 0;
const HitGroupDesc* hitGroups = nullptr;
int maxRecursion = 0;
Size maxRayPayloadSize = 0;
Size maxAttributeSizeInBytes = 8;
RayTracingPipelineFlags::Enum flags = RayTracingPipelineFlags::None;
};
class IShaderTable : public ISlangUnknown
{
public:
// Specifies the bytes to overwrite into a record in the shader table.
struct ShaderRecordOverwrite
{
Offset offset; // Offset within the shader record.
Size size; // Number of bytes to overwrite.
uint8_t data[8]; // Content to overwrite.
};
struct Desc
{
GfxCount rayGenShaderCount;
const char** rayGenShaderEntryPointNames;
const ShaderRecordOverwrite* rayGenShaderRecordOverwrites;
GfxCount missShaderCount;
const char** missShaderEntryPointNames;
const ShaderRecordOverwrite* missShaderRecordOverwrites;
GfxCount hitGroupCount;
const char** hitGroupNames;
const ShaderRecordOverwrite* hitGroupRecordOverwrites;
IShaderProgram* program;
};
};
#define SLANG_UUID_IShaderTable \
{ \
0xa721522c, 0xdf31, 0x4c2f, { 0xa5, 0xe7, 0x3b, 0xe0, 0x12, 0x4b, 0x31, 0x78 } \
}
class IPipelineState : public ISlangUnknown
{
public:
virtual SLANG_NO_THROW Result SLANG_MCALL getNativeHandle(InteropHandle* outHandle) = 0;
};
#define SLANG_UUID_IPipelineState \
{ \
0xca7e57d, 0x8a90, 0x44f3, { 0xbd, 0xb1, 0xfe, 0x9b, 0x35, 0x3f, 0x5a, 0x72 } \
}
struct ScissorRect
{
int32_t minX;
int32_t minY;
int32_t maxX;
int32_t 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
{
GfxCount 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 TargetLoadOp
{
Load, Clear, DontCare
};
enum class TargetStoreOp
{
Store, DontCare
};
struct TargetAccessDesc
{
TargetLoadOp loadOp;
TargetLoadOp stencilLoadOp;
TargetStoreOp storeOp;
TargetStoreOp stencilStoreOp;
ResourceState initialState;
ResourceState finalState;
};
struct Desc
{
IFramebufferLayout* framebufferLayout = nullptr;
GfxCount renderTargetCount;
TargetAccessDesc* renderTargetAccess = nullptr;
TargetAccessDesc* depthStencilAccess = nullptr;
};
};
#define SLANG_UUID_IRenderPassLayout \
{ \
0xdaab0b1a, 0xf45d, 0x4ae9, { 0xbf, 0x2c, 0xe0, 0xbb, 0x76, 0x7d, 0xfa, 0xd1 } \
}
enum class QueryType
{
Timestamp,
AccelerationStructureCompactedSize,
AccelerationStructureSerializedSize,
AccelerationStructureCurrentSize,
};
class IQueryPool : public ISlangUnknown
{
public:
struct Desc
{
QueryType type;
GfxCount count;
};
public:
virtual SLANG_NO_THROW Result SLANG_MCALL getResult(GfxIndex queryIndex, GfxCount count, uint64_t* data) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL reset() = 0;
};
#define SLANG_UUID_IQueryPool \
{ 0xc2cc3784, 0x12da, 0x480a, { 0xa8, 0x74, 0x8b, 0x31, 0x96, 0x1c, 0xa4, 0x36 } }
class ICommandEncoder : public ISlangUnknown
{
SLANG_COM_INTERFACE( 0x77ea6383, 0xbe3d, 0x40aa, { 0x8b, 0x45, 0xfd, 0xf0, 0xd7, 0x5b, 0xfa, 0x34 });
public:
virtual SLANG_NO_THROW void SLANG_MCALL endEncoding() = 0;
virtual SLANG_NO_THROW void SLANG_MCALL writeTimestamp(IQueryPool* queryPool, GfxIndex queryIndex) = 0;
};
struct IndirectDispatchArguments
{
GfxCount ThreadGroupCountX;
GfxCount ThreadGroupCountY;
GfxCount ThreadGroupCountZ;
};
struct IndirectDrawArguments
{
GfxCount VertexCountPerInstance;
GfxCount InstanceCount;
GfxIndex StartVertexLocation;
GfxIndex StartInstanceLocation;
};
struct IndirectDrawIndexedArguments
{
GfxCount IndexCountPerInstance;
GfxCount InstanceCount;
GfxIndex StartIndexLocation;
GfxIndex BaseVertexLocation;
GfxIndex StartInstanceLocation;
};
struct SamplePosition
{
int8_t x;
int8_t y;
};
struct ClearResourceViewFlags
{
enum Enum : uint32_t
{
None = 0,
ClearDepth = 1,
ClearStencil = 2,
FloatClearValues = 4
};
};
class IResourceCommandEncoder : public ICommandEncoder
{
// {F99A00E9-ED50-4088-8A0E-3B26755031EA}
SLANG_COM_INTERFACE(0xf99a00e9, 0xed50, 0x4088, { 0x8a, 0xe, 0x3b, 0x26, 0x75, 0x50, 0x31, 0xea });
public:
virtual SLANG_NO_THROW void SLANG_MCALL copyBuffer(
IBufferResource* dst,
Offset dstOffset,
IBufferResource* src,
Offset srcOffset,
Size size) = 0;
/// Copies texture from src to dst. If dstSubresource and srcSubresource has mipLevelCount = 0
/// and layerCount = 0, the entire resource is being copied and dstOffset, srcOffset and extent
/// arguments are ignored.
virtual SLANG_NO_THROW void SLANG_MCALL copyTexture(
ITextureResource* dst,
ResourceState dstState,
SubresourceRange dstSubresource,
ITextureResource::Offset3D dstOffset,
ITextureResource* src,
ResourceState srcState,
SubresourceRange srcSubresource,
ITextureResource::Offset3D srcOffset,
ITextureResource::Extents extent) = 0;
/// Copies texture to a buffer. Each row is aligned to kTexturePitchAlignment.
virtual SLANG_NO_THROW void SLANG_MCALL copyTextureToBuffer(
IBufferResource* dst,
Offset dstOffset,
Size dstSize,
Size dstRowStride,
ITextureResource* src,
ResourceState srcState,
SubresourceRange srcSubresource,
ITextureResource::Offset3D srcOffset,
ITextureResource::Extents extent) = 0;
virtual SLANG_NO_THROW void SLANG_MCALL uploadTextureData(
ITextureResource* dst,
SubresourceRange subResourceRange,
ITextureResource::Offset3D offset,
ITextureResource::Extents extent,
ITextureResource::SubresourceData* subResourceData,
GfxCount subResourceDataCount) = 0;
virtual SLANG_NO_THROW void SLANG_MCALL
uploadBufferData(IBufferResource* dst, Offset offset, Size size, void* data) = 0;
virtual SLANG_NO_THROW void SLANG_MCALL textureBarrier(
GfxCount count, ITextureResource* const* textures, ResourceState src, ResourceState dst) = 0;
virtual SLANG_NO_THROW void SLANG_MCALL textureSubresourceBarrier(
ITextureResource* texture,
SubresourceRange subresourceRange,
ResourceState src,
ResourceState dst) = 0;
virtual SLANG_NO_THROW void SLANG_MCALL bufferBarrier(
GfxCount count, IBufferResource* const* buffers, ResourceState src, ResourceState dst) = 0;
virtual SLANG_NO_THROW void SLANG_MCALL clearResourceView(
IResourceView* view, ClearValue* clearValue, ClearResourceViewFlags::Enum flags) = 0;
virtual SLANG_NO_THROW void SLANG_MCALL resolveResource(
ITextureResource* source,
ResourceState sourceState,
SubresourceRange sourceRange,
ITextureResource* dest,
ResourceState destState,
SubresourceRange destRange) = 0;
virtual SLANG_NO_THROW void SLANG_MCALL resolveQuery(
IQueryPool* queryPool,
GfxIndex index,
GfxCount count,
IBufferResource* buffer,
Offset offset) = 0;
virtual SLANG_NO_THROW void SLANG_MCALL beginDebugEvent(const char* name, float rgbColor[3]) = 0;
virtual SLANG_NO_THROW void SLANG_MCALL endDebugEvent() = 0;
inline void textureBarrier(ITextureResource* texture, ResourceState src, ResourceState dst)
{
textureBarrier(1, &texture, src, dst);
}
inline void bufferBarrier(IBufferResource* buffer, ResourceState src, ResourceState dst)
{
bufferBarrier(1, &buffer, src, dst);
}
};
class IRenderCommandEncoder : public IResourceCommandEncoder
{
// {7A8D56D0-53E6-4AD6-85F7-D14DC110FDCE}
SLANG_COM_INTERFACE(0x7a8d56d0, 0x53e6, 0x4ad6, { 0x85, 0xf7, 0xd1, 0x4d, 0xc1, 0x10, 0xfd, 0xce })
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 `outRootShaderObject` 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;
}
// Sets the current pipeline state along with a pre-created mutable root shader object.
virtual SLANG_NO_THROW Result SLANG_MCALL
bindPipelineWithRootObject(IPipelineState* state, IShaderObject* rootObject) = 0;
virtual SLANG_NO_THROW void
SLANG_MCALL setViewports(GfxCount count, const Viewport* viewports) = 0;
virtual SLANG_NO_THROW void
SLANG_MCALL setScissorRects(GfxCount 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(
GfxIndex startSlot,
GfxCount slotCount,
IBufferResource* const* buffers,
const Offset* offsets) = 0;
inline void setVertexBuffer(
GfxIndex slot, IBufferResource* buffer, Offset offset = 0)
{
setVertexBuffers(slot, 1, &buffer, &offset);
}
virtual SLANG_NO_THROW void SLANG_MCALL
setIndexBuffer(IBufferResource* buffer, Format indexFormat, Offset offset = 0) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL
draw(GfxCount vertexCount, GfxIndex startVertex = 0) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL
drawIndexed(GfxCount indexCount, GfxIndex startIndex = 0, GfxIndex baseVertex = 0) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL drawIndirect(
GfxCount maxDrawCount,
IBufferResource* argBuffer,
Offset argOffset,
IBufferResource* countBuffer = nullptr,
Offset countOffset = 0) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL drawIndexedIndirect(
GfxCount maxDrawCount,
IBufferResource* argBuffer,
Offset argOffset,
IBufferResource* countBuffer = nullptr,
Offset countOffset = 0) = 0;
virtual SLANG_NO_THROW void SLANG_MCALL setStencilReference(uint32_t referenceValue) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL setSamplePositions(
GfxCount samplesPerPixel, GfxCount pixelCount, const SamplePosition* samplePositions) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL drawInstanced(
GfxCount vertexCount,
GfxCount instanceCount,
GfxIndex startVertex,
GfxIndex startInstanceLocation) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL drawIndexedInstanced(
GfxCount indexCount,
GfxCount instanceCount,
GfxIndex startIndexLocation,
GfxIndex baseVertexLocation,
GfxIndex startInstanceLocation) = 0;
};
class IComputeCommandEncoder : public IResourceCommandEncoder
{
// {88AA9322-82F7-4FE6-A68A-29C7FE798737}
SLANG_COM_INTERFACE(0x88aa9322, 0x82f7, 0x4fe6, { 0xa6, 0x8a, 0x29, 0xc7, 0xfe, 0x79, 0x87, 0x37 })
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;
}
// Sets the current pipeline state along with a pre-created mutable root shader object.
virtual SLANG_NO_THROW Result SLANG_MCALL
bindPipelineWithRootObject(IPipelineState* state, IShaderObject* rootObject) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL dispatchCompute(int x, int y, int z) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL dispatchComputeIndirect(IBufferResource* cmdBuffer, Offset offset) = 0;
};
enum class AccelerationStructureCopyMode
{
Clone, Compact
};
struct AccelerationStructureQueryDesc
{
QueryType queryType;
IQueryPool* queryPool;
GfxIndex firstQueryIndex;
};
class IRayTracingCommandEncoder : public IResourceCommandEncoder
{
SLANG_COM_INTERFACE(0x9a672b87, 0x5035, 0x45e3, { 0x96, 0x7c, 0x1f, 0x85, 0xcd, 0xb3, 0x63, 0x4f })
public:
virtual SLANG_NO_THROW void SLANG_MCALL buildAccelerationStructure(
const IAccelerationStructure::BuildDesc& desc,
GfxCount propertyQueryCount,
AccelerationStructureQueryDesc* queryDescs) = 0;
virtual SLANG_NO_THROW void SLANG_MCALL copyAccelerationStructure(
IAccelerationStructure* dest,
IAccelerationStructure* src,
AccelerationStructureCopyMode mode) = 0;
virtual SLANG_NO_THROW void SLANG_MCALL queryAccelerationStructureProperties(
GfxCount accelerationStructureCount,
IAccelerationStructure* const* accelerationStructures,
GfxCount queryCount,
AccelerationStructureQueryDesc* queryDescs) = 0;
virtual SLANG_NO_THROW void SLANG_MCALL
serializeAccelerationStructure(DeviceAddress dest, IAccelerationStructure* source) = 0;
virtual SLANG_NO_THROW void SLANG_MCALL
deserializeAccelerationStructure(IAccelerationStructure* dest, DeviceAddress source) = 0;
virtual SLANG_NO_THROW void SLANG_MCALL
bindPipeline(IPipelineState* state, IShaderObject** outRootObject) = 0;
// Sets the current pipeline state along with a pre-created mutable root shader object.
virtual SLANG_NO_THROW Result SLANG_MCALL
bindPipelineWithRootObject(IPipelineState* state, IShaderObject* rootObject) = 0;
/// Issues a dispatch command to start ray tracing workload with a ray tracing pipeline.
/// `rayGenShaderIndex` specifies the index into the shader table that identifies the ray generation shader.
virtual SLANG_NO_THROW Result SLANG_MCALL dispatchRays(
GfxIndex rayGenShaderIndex,
IShaderTable* shaderTable,
GfxCount width,
GfxCount height,
GfxCount depth) = 0;
};
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;
inline IRenderCommandEncoder*
encodeRenderCommands(IRenderPassLayout* renderPass, IFramebuffer* framebuffer)
{
IRenderCommandEncoder* result;
encodeRenderCommands(renderPass, framebuffer, &result);
return result;
}
virtual SLANG_NO_THROW void SLANG_MCALL
encodeComputeCommands(IComputeCommandEncoder** outEncoder) = 0;
inline IComputeCommandEncoder* encodeComputeCommands()
{
IComputeCommandEncoder* result;
encodeComputeCommands(&result);
return result;
}
virtual SLANG_NO_THROW void SLANG_MCALL
encodeResourceCommands(IResourceCommandEncoder** outEncoder) = 0;
inline IResourceCommandEncoder* encodeResourceCommands()
{
IResourceCommandEncoder* result;
encodeResourceCommands(&result);
return result;
}
virtual SLANG_NO_THROW void SLANG_MCALL
encodeRayTracingCommands(IRayTracingCommandEncoder** outEncoder) = 0;
inline IRayTracingCommandEncoder* encodeRayTracingCommands()
{
IRayTracingCommandEncoder* result;
encodeRayTracingCommands(&result);
return result;
}
virtual SLANG_NO_THROW void SLANG_MCALL close() = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL getNativeHandle(InteropHandle* outHandle) = 0;
};
#define SLANG_UUID_ICommandBuffer \
{ \
0x5d56063f, 0x91d4, 0x4723, { 0xa7, 0xa7, 0x7a, 0x15, 0xaf, 0x93, 0xeb, 0x48 } \
}
class ICommandBufferD3D12 : public ICommandBuffer
{
public:
virtual SLANG_NO_THROW void SLANG_MCALL invalidateDescriptorHeapBinding() = 0;
virtual SLANG_NO_THROW void SLANG_MCALL ensureInternalDescriptorHeapsBound() = 0;
};
#define SLANG_UUID_ICommandBufferD3D12 \
{ \
0xd56b7616, 0x6c14, 0x4841, { 0x9d, 0x9c, 0x7b, 0x7f, 0xdb, 0x9f, 0xd9, 0xb8 } \
}
class ICommandQueue : public ISlangUnknown
{
public:
enum class QueueType
{
Graphics
};
struct Desc
{
QueueType type;
};
// For D3D12, this is the pointer to the queue. For Vulkan, this is the queue itself.
typedef uint64_t NativeHandle;
virtual SLANG_NO_THROW const Desc& SLANG_MCALL getDesc() = 0;
virtual SLANG_NO_THROW void SLANG_MCALL executeCommandBuffers(
GfxCount count,
ICommandBuffer* const* commandBuffers,
IFence* fenceToSignal,
uint64_t newFenceValue) = 0;
inline void executeCommandBuffer(
ICommandBuffer* commandBuffer, IFence* fenceToSignal = nullptr, uint64_t newFenceValue = 0)
{
executeCommandBuffers(1, &commandBuffer, fenceToSignal, newFenceValue);
}
virtual SLANG_NO_THROW Result SLANG_MCALL getNativeHandle(InteropHandle* outHandle) = 0;
virtual SLANG_NO_THROW void SLANG_MCALL waitOnHost() = 0;
/// Queues a device side wait for the given fences.
virtual SLANG_NO_THROW Result SLANG_MCALL
waitForFenceValuesOnDevice(GfxCount fenceCount, IFence** fences, uint64_t* waitValues) = 0;
};
#define SLANG_UUID_ICommandQueue \
{ \
0x14e2bed0, 0xad0, 0x4dc8, { 0xb3, 0x41, 0x6, 0x3f, 0xe7, 0x2d, 0xbf, 0xe } \
}
class ITransientResourceHeap : public ISlangUnknown
{
public:
struct Flags
{
enum Enum
{
None = 0,
AllowResizing = 0x1,
};
};
struct Desc
{
Flags::Enum flags;
Size constantBufferSize;
GfxCount samplerDescriptorCount;
GfxCount uavDescriptorCount;
GfxCount srvDescriptorCount;
GfxCount constantBufferDescriptorCount;
GfxCount accelerationStructureDescriptorCount;
};
// Waits until GPU commands issued before last call to `finish()` has been completed, and resets
// all transient resources holds by the heap.
// This method must be called before using the transient heap to issue new GPU commands.
// In most situations this method should be called at the beginning of each frame.
virtual SLANG_NO_THROW Result SLANG_MCALL synchronizeAndReset() = 0;
// Must be called when the application has done using this heap to issue commands. In most situations
// this method should be called at the end of each frame.
virtual SLANG_NO_THROW Result SLANG_MCALL finish() = 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 ITransientResourceHeapD3D12 : public ISlangUnknown
{
public:
enum class DescriptorType
{
ResourceView, Sampler
};
virtual SLANG_NO_THROW Result SLANG_MCALL allocateTransientDescriptorTable(
DescriptorType type,
GfxCount count,
Offset& outDescriptorOffset,
void** outD3DDescriptorHeapHandle) = 0;
};
#define SLANG_UUID_ITransientResourceHeapD3D12 \
{ \
0x9bc6a8bc, 0x5f7a, 0x454a, { 0x93, 0xef, 0x3b, 0x10, 0x5b, 0xb7, 0x63, 0x7e } \
}
class ISwapchain : public ISlangUnknown
{
public:
struct Desc
{
Format format;
GfxCount width, height;
GfxCount 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(GfxIndex 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(GfxCount width, GfxCount height) = 0;
// Check if the window is occluded.
virtual SLANG_NO_THROW bool SLANG_MCALL isOccluded() = 0;
// Toggle full screen mode.
virtual SLANG_NO_THROW Result SLANG_MCALL setFullScreenMode(bool mode) = 0;
};
#define SLANG_UUID_ISwapchain \
{ \
0xbe91ba6c, 0x784, 0x4308, { 0xa1, 0x0, 0x19, 0xc3, 0x66, 0x83, 0x44, 0xb2 } \
}
struct AdapterLUID
{
uint8_t luid[16];
bool operator==(const AdapterLUID& other) const
{
for (int i = 0; i < sizeof(AdapterLUID::luid); ++i)
if (luid[i] != other.luid[i])
return false;
return true;
}
bool operator!=(const AdapterLUID& other) const
{
return !this->operator==(other);
}
};
struct AdapterInfo
{
// Descriptive name of the adapter.
char name[128];
// Unique identifier for the vendor (only available for D3D and Vulkan).
uint32_t vendorID;
// Unique identifier for the physical device among devices from the vendor (only available for D3D and Vulkan)
uint32_t deviceID;
// Logically unique identifier of the adapter.
AdapterLUID luid;
};
class AdapterList
{
public:
AdapterList(ISlangBlob* blob) : m_blob(blob) {}
const AdapterInfo* getAdapters() const
{
return reinterpret_cast<const AdapterInfo*>(m_blob ? m_blob->getBufferPointer() : nullptr);
}
GfxCount getCount() const
{
return (GfxCount)(m_blob ? m_blob->getBufferSize() / sizeof(AdapterInfo) : 0);
}
private:
ComPtr<ISlangBlob> m_blob;
};
struct DeviceLimits
{
/// Maximum dimension for 1D textures.
uint32_t maxTextureDimension1D;
/// Maximum dimensions for 2D textures.
uint32_t maxTextureDimension2D;
/// Maximum dimensions for 3D textures.
uint32_t maxTextureDimension3D;
/// Maximum dimensions for cube textures.
uint32_t maxTextureDimensionCube;
/// Maximum number of texture layers.
uint32_t maxTextureArrayLayers;
/// Maximum number of vertex input elements in a graphics pipeline.
uint32_t maxVertexInputElements;
/// Maximum offset of a vertex input element in the vertex stream.
uint32_t maxVertexInputElementOffset;
/// Maximum number of vertex streams in a graphics pipeline.
uint32_t maxVertexStreams;
/// Maximum stride of a vertex stream.
uint32_t maxVertexStreamStride;
/// Maximum number of threads per thread group.
uint32_t maxComputeThreadsPerGroup;
/// Maximum dimensions of a thread group.
uint32_t maxComputeThreadGroupSize[3];
/// Maximum number of thread groups per dimension in a single dispatch.
uint32_t maxComputeDispatchThreadGroups[3];
/// Maximum number of viewports per pipeline.
uint32_t maxViewports;
/// Maximum viewport dimensions.
uint32_t maxViewportDimensions[2];
/// Maximum framebuffer dimensions.
uint32_t maxFramebufferDimensions[3];
/// Maximum samplers visible in a shader stage.
uint32_t maxShaderVisibleSamplers;
};
struct DeviceInfo
{
DeviceType deviceType;
DeviceLimits limits;
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;
GfxCount searchPathCount = 0;
slang::PreprocessorMacroDesc const* preprocessorMacros = nullptr;
GfxCount 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 ShaderCacheDesc
{
// The root directory for the shader cache. If not set, shader cache is disabled.
const char* shaderCachePath = nullptr;
// The maximum number of entries stored in the cache. By default, there is no limit.
GfxCount maxEntryCount = 0;
};
struct InteropHandles
{
InteropHandle handles[3] = {};
};
struct Desc
{
// The underlying API/Platform of the device.
DeviceType deviceType = DeviceType::Default;
// The device's handles (if they exist) and their associated API. For D3D12, this contains a single InteropHandle
// for the ID3D12Device. For Vulkan, the first InteropHandle is the VkInstance, the second is the VkPhysicalDevice,
// and the third is the VkDevice. For CUDA, this only contains a single value for the CUDADevice.
InteropHandles existingDeviceHandles;
// LUID of the adapter to use. Use getGfxAdapters() to get a list of available adapters.
const AdapterLUID* adapterLUID = nullptr;
// Number of required features.
GfxCount requiredFeatureCount = 0;
// Array of required feature names, whose size is `requiredFeatureCount`.
const char** requiredFeatures = nullptr;
// A command dispatcher object that intercepts and handles actual low-level API call.
ISlangUnknown* apiCommandDispatcher = nullptr;
// The slot (typically UAV) used to identify NVAPI intrinsics. If >=0 NVAPI is required.
GfxIndex nvapiExtnSlot = -1;
// Configurations for the shader cache.
ShaderCacheDesc shaderCache = {};
// Configurations for Slang compiler.
SlangDesc slang = {};
GfxCount extendedDescCount = 0;
void** extendedDescs = nullptr;
};
virtual SLANG_NO_THROW Result SLANG_MCALL getNativeDeviceHandles(InteropHandles* outHandles) = 0;
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, Size bufferSize, GfxCount* outFeatureCount) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL getFormatSupportedResourceStates(Format format, ResourceStateSet* outStates) = 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;
}
virtual SLANG_NO_THROW Result SLANG_MCALL createTextureFromNativeHandle(
InteropHandle handle,
const ITextureResource::Desc& srcDesc,
ITextureResource** outResource) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL createTextureFromSharedHandle(
InteropHandle handle,
const ITextureResource::Desc& srcDesc,
const Size size,
ITextureResource** outResource) = 0;
/// 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 createBufferFromNativeHandle(
InteropHandle handle,
const IBufferResource::Desc& srcDesc,
IBufferResource** outResource) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL createBufferFromSharedHandle(
InteropHandle handle,
const IBufferResource::Desc& srcDesc,
IBufferResource** outResource) = 0;
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,
IBufferResource* counterBuffer,
IResourceView::Desc const& desc,
IResourceView** outView) = 0;
inline ComPtr<IResourceView> createBufferView(
IBufferResource* buffer, IBufferResource* counterBuffer, IResourceView::Desc const& desc)
{
ComPtr<IResourceView> view;
SLANG_RETURN_NULL_ON_FAIL(createBufferView(buffer, counterBuffer, 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(
IInputLayout::Desc const& desc, IInputLayout** outLayout) = 0;
inline ComPtr<IInputLayout> createInputLayout(IInputLayout::Desc const& desc)
{
ComPtr<IInputLayout> layout;
SLANG_RETURN_NULL_ON_FAIL(createInputLayout(desc, layout.writeRef()));
return layout;
}
inline Result createInputLayout(Size vertexSize, InputElementDesc const* inputElements, GfxCount inputElementCount, IInputLayout** outLayout)
{
VertexStreamDesc streamDesc = { vertexSize, InputSlotClass::PerVertex, 0 };
IInputLayout::Desc inputLayoutDesc = {};
inputLayoutDesc.inputElementCount = inputElementCount;
inputLayoutDesc.inputElements = inputElements;
inputLayoutDesc.vertexStreamCount = 1;
inputLayoutDesc.vertexStreams = &streamDesc;
return createInputLayout(inputLayoutDesc, outLayout);
}
inline ComPtr<IInputLayout> createInputLayout(Size vertexSize, InputElementDesc const* inputElements, GfxCount inputElementCount)
{
ComPtr<IInputLayout> layout;
SLANG_RETURN_NULL_ON_FAIL(createInputLayout(vertexSize, 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 createMutableShaderObject(
slang::TypeReflection* type,
ShaderObjectContainerType container,
IShaderObject** outObject) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL createShaderObjectFromTypeLayout(
slang::TypeLayoutReflection* typeLayout, IShaderObject** outObject) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL createMutableShaderObjectFromTypeLayout(
slang::TypeLayoutReflection* typeLayout, IShaderObject** outObject) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL createMutableRootShaderObject(
IShaderProgram* program,
IShaderObject** outObject) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL
createShaderTable(const IShaderTable::Desc& desc, IShaderTable** outTable) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL createProgram(
const IShaderProgram::Desc& desc,
IShaderProgram** outProgram,
ISlangBlob** outDiagnosticBlob = nullptr) = 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 createProgram2(
const IShaderProgram::CreateDesc2& createDesc,
IShaderProgram** outProgram,
ISlangBlob** outDiagnosticBlob = nullptr) = 0;
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;
}
virtual SLANG_NO_THROW Result SLANG_MCALL createRayTracingPipelineState(
const RayTracingPipelineStateDesc& desc, IPipelineState** outState) = 0;
/// 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* outRowPitch,
Size* outPixelSize) = 0;
virtual SLANG_NO_THROW SlangResult SLANG_MCALL readBufferResource(
IBufferResource* buffer,
Offset offset,
Size 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;
virtual SLANG_NO_THROW Result SLANG_MCALL getAccelerationStructurePrebuildInfo(
const IAccelerationStructure::BuildInputs& buildInputs,
IAccelerationStructure::PrebuildInfo* outPrebuildInfo) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL createAccelerationStructure(
const IAccelerationStructure::CreateDesc& desc,
IAccelerationStructure** outView) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL
createFence(const IFence::Desc& desc, IFence** outFence) = 0;
/// Wait on the host for the fences to signals.
/// `timeout` is in nanoseconds, can be set to `kTimeoutInfinite`.
virtual SLANG_NO_THROW Result SLANG_MCALL waitForFences(
GfxCount fenceCount,
IFence** fences,
uint64_t* values,
bool waitForAll,
uint64_t timeout) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL getTextureAllocationInfo(
const ITextureResource::Desc& desc, Size* outSize, Size* outAlignment) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL getTextureRowAlignment(Size* outAlignment) = 0;
};
#define SLANG_UUID_IDevice \
{ \
0x715bdf26, 0x5135, 0x11eb, { 0xAE, 0x93, 0x02, 0x42, 0xAC, 0x13, 0x00, 0x02 } \
}
struct ShaderCacheStats
{
GfxCount hitCount;
GfxCount missCount;
GfxCount entryCount;
};
// These are exclusively used to track hit/miss counts for shader cache entries. Entry hit and
// miss counts specifically indicate if the file containing relevant shader code was found in
// the cache, while the general hit and miss counts indicate whether the file was both found and
// up-to-date.
class IShaderCache : public ISlangUnknown
{
public:
virtual SLANG_NO_THROW Result SLANG_MCALL clearShaderCache() = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL getShaderCacheStats(ShaderCacheStats* outStats) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL resetShaderCacheStats() = 0;
};
#define SLANG_UUID_IShaderCache \
{ \
0x8eccc8ec, 0x5c04, 0x4a51, { 0x99, 0x75, 0x13, 0xf8, 0xfe, 0xa1, 0x59, 0xf3 } \
}
class IPipelineCreationAPIDispatcher : public ISlangUnknown
{
public:
virtual SLANG_NO_THROW Result SLANG_MCALL createComputePipelineState(
IDevice* device,
slang::IComponentType* program,
void* pipelineDesc,
void** outPipelineState) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL createGraphicsPipelineState(
IDevice* device,
slang::IComponentType* program,
void* pipelineDesc,
void** outPipelineState) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL
beforeCreateRayTracingState(IDevice* device, slang::IComponentType* program) = 0;
virtual SLANG_NO_THROW Result SLANG_MCALL
afterCreateRayTracingState(IDevice* device, slang::IComponentType* program) = 0;
};
#define SLANG_UUID_IPipelineCreationAPIDispatcher \
{ \
0xc3d5f782, 0xeae1, 0x4da6, { 0xab, 0x40, 0x75, 0x32, 0x31, 0x2, 0xb7, 0xdc } \
}
// Global public functions
extern "C"
{
/// Checks if format is compressed
SLANG_GFX_API bool SLANG_MCALL gfxIsCompressedFormat(Format format);
/// Checks if format is typeless
SLANG_GFX_API bool SLANG_MCALL gfxIsTypelessFormat(Format format);
/// Gets information about the format
SLANG_GFX_API SlangResult SLANG_MCALL gfxGetFormatInfo(Format format, FormatInfo* outInfo);
/// Gets a list of available adapters for a given device type
SLANG_GFX_API SlangResult SLANG_MCALL gfxGetAdapters(DeviceType type, ISlangBlob** outAdaptersBlob);
/// 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);
/// Reports current set of live objects in gfx.
/// Currently this only calls D3D's ReportLiveObjects.
SLANG_GFX_API SlangResult SLANG_MCALL gfxReportLiveObjects();
/// 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);
}
/// Gets a list of available adapters for a given device type
inline AdapterList gfxGetAdapters(DeviceType type)
{
ComPtr<ISlangBlob> blob;
gfxGetAdapters(type, blob.writeRef());
return AdapterList(blob);
}
// Extended descs.
struct D3D12ExperimentalFeaturesDesc
{
StructType structType = StructType::D3D12ExperimentalFeaturesDesc;
uint32_t numFeatures;
const void* featureIIDs;
void* configurationStructs;
uint32_t* configurationStructSizes;
};
struct D3D12DeviceExtendedDesc
{
StructType structType = StructType::D3D12DeviceExtendedDesc;
const char* rootParameterShaderAttributeName = nullptr;
bool debugBreakOnD3D12Error = false;
uint32_t highestShaderModel = 0;
};
}