Пример #1
0
        public void FillBuffer_WithOffsets(uint srcSetMultiple, uint srcBindingMultiple, uint dstSetMultiple, uint dstBindingMultiple, bool combinedLayout)
        {
            if (!GD.Features.ComputeShader)
            {
                return;
            }
            Debug.Assert((GD.StructuredBufferMinOffsetAlignment % sizeof(uint)) == 0);

            uint valueCount        = 512;
            uint dataSize          = valueCount * sizeof(uint);
            uint totalSrcAlignment = GD.StructuredBufferMinOffsetAlignment * (srcSetMultiple + srcBindingMultiple);
            uint totalDstAlignment = GD.StructuredBufferMinOffsetAlignment * (dstSetMultiple + dstBindingMultiple);

            DeviceBuffer copySrc = RF.CreateBuffer(
                new BufferDescription(totalSrcAlignment + dataSize, BufferUsage.StructuredBufferReadOnly, sizeof(uint)));
            DeviceBuffer copyDst = RF.CreateBuffer(
                new BufferDescription(totalDstAlignment + dataSize, BufferUsage.StructuredBufferReadWrite, sizeof(uint)));

            ResourceLayout[] layouts;
            ResourceSet[]    sets;

            DeviceBufferRange srcRange = new DeviceBufferRange(copySrc, srcSetMultiple * GD.StructuredBufferMinOffsetAlignment, dataSize);
            DeviceBufferRange dstRange = new DeviceBufferRange(copyDst, dstSetMultiple * GD.StructuredBufferMinOffsetAlignment, dataSize);

            if (combinedLayout)
            {
                layouts = new[]
                {
                    RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                new ResourceLayoutElementDescription(
                                                    "CopySrc",
                                                    ResourceKind.StructuredBufferReadOnly,
                                                    ShaderStages.Compute,
                                                    ResourceLayoutElementOptions.DynamicBinding),
                                                new ResourceLayoutElementDescription(
                                                    "CopyDst",
                                                    ResourceKind.StructuredBufferReadWrite,
                                                    ShaderStages.Compute,
                                                    ResourceLayoutElementOptions.DynamicBinding)))
                };
                sets = new[]
                {
                    RF.CreateResourceSet(new ResourceSetDescription(layouts[0], srcRange, dstRange))
                };
            }
            else
            {
                layouts = new[]
                {
                    RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                new ResourceLayoutElementDescription(
                                                    "CopySrc",
                                                    ResourceKind.StructuredBufferReadOnly,
                                                    ShaderStages.Compute,
                                                    ResourceLayoutElementOptions.DynamicBinding))),
                    RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                new ResourceLayoutElementDescription(
                                                    "CopyDst",
                                                    ResourceKind.StructuredBufferReadWrite,
                                                    ShaderStages.Compute,
                                                    ResourceLayoutElementOptions.DynamicBinding)))
                };
                sets = new[]
                {
                    RF.CreateResourceSet(new ResourceSetDescription(layouts[0], srcRange)),
                    RF.CreateResourceSet(new ResourceSetDescription(layouts[1], dstRange)),
                };
            }

            Pipeline pipeline = RF.CreateComputePipeline(new ComputePipelineDescription(
                                                             TestShaders.LoadCompute(RF, combinedLayout ? "FillBuffer" : "FillBuffer_SeparateLayout"),
                                                             layouts,
                                                             1, 1, 1));

            uint[] srcData = Enumerable.Range(0, (int)copySrc.SizeInBytes / sizeof(uint)).Select(i => (uint)i).ToArray();
            GD.UpdateBuffer(copySrc, 0, srcData);

            CommandList cl = RF.CreateCommandList();

            cl.Begin();
            cl.SetPipeline(pipeline);
            if (combinedLayout)
            {
                uint[] offsets = new[]
                {
                    srcBindingMultiple *GD.StructuredBufferMinOffsetAlignment,
                       dstBindingMultiple *GD.StructuredBufferMinOffsetAlignment
                };
                cl.SetComputeResourceSet(0, sets[0], offsets);
            }
            else
            {
                uint offset = srcBindingMultiple * GD.StructuredBufferMinOffsetAlignment;
                cl.SetComputeResourceSet(0, sets[0], 1, ref offset);
                offset = dstBindingMultiple * GD.StructuredBufferMinOffsetAlignment;
                cl.SetComputeResourceSet(1, sets[1], 1, ref offset);
            }
            cl.Dispatch(512, 1, 1);
            cl.End();
            GD.SubmitCommands(cl);
            GD.WaitForIdle();

            DeviceBuffer readback = GetReadback(copyDst);

            MappedResourceView <uint> readView = GD.Map <uint>(readback, MapMode.Read);
            for (uint i = 0; i < valueCount; i++)
            {
                uint srcIndex = totalSrcAlignment / sizeof(uint) + i;
                uint expected = srcData[(int)srcIndex];

                uint dstIndex = totalDstAlignment / sizeof(uint) + i;
                uint actual   = readView[dstIndex];

                Assert.Equal(expected, actual);
            }
            GD.Unmap(readback);
        }
Пример #2
0
        public void BasicCompute()
        {
            if (!GD.Features.ComputeShader)
            {
                return;
            }

            ResourceLayout layout = RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                                new ResourceLayoutElementDescription("Params", ResourceKind.UniformBuffer, ShaderStages.Compute),
                                                                new ResourceLayoutElementDescription("Source", ResourceKind.StructuredBufferReadWrite, ShaderStages.Compute),
                                                                new ResourceLayoutElementDescription("Destination", ResourceKind.StructuredBufferReadWrite, ShaderStages.Compute)));

            uint         width             = 1024;
            uint         height            = 1024;
            DeviceBuffer paramsBuffer      = RF.CreateBuffer(new BufferDescription((uint)Unsafe.SizeOf <BasicComputeTestParams>(), BufferUsage.UniformBuffer));
            DeviceBuffer sourceBuffer      = RF.CreateBuffer(new BufferDescription(width * height * 4, BufferUsage.StructuredBufferReadWrite, 4));
            DeviceBuffer destinationBuffer = RF.CreateBuffer(new BufferDescription(width * height * 4, BufferUsage.StructuredBufferReadWrite, 4));

            GD.UpdateBuffer(paramsBuffer, 0, new BasicComputeTestParams {
                Width = width, Height = height
            });

            float[] sourceData = new float[width * height];
            for (int y = 0; y < height; y++)
            {
                for (int x = 0; x < width; x++)
                {
                    int index = y * (int)width + x;
                    sourceData[index] = index;
                }
            }
            GD.UpdateBuffer(sourceBuffer, 0, sourceData);

            ResourceSet rs = RF.CreateResourceSet(new ResourceSetDescription(layout, paramsBuffer, sourceBuffer, destinationBuffer));

            Pipeline pipeline = RF.CreateComputePipeline(new ComputePipelineDescription(
                                                             TestShaders.LoadCompute(RF, "BasicComputeTest"),
                                                             layout,
                                                             16, 16, 1));

            CommandList cl = RF.CreateCommandList();

            cl.Begin();
            cl.SetPipeline(pipeline);
            cl.SetComputeResourceSet(0, rs);
            cl.Dispatch(width / 16, width / 16, 1);
            cl.End();
            GD.SubmitCommands(cl);
            GD.WaitForIdle();

            DeviceBuffer sourceReadback      = GetReadback(sourceBuffer);
            DeviceBuffer destinationReadback = GetReadback(destinationBuffer);

            MappedResourceView <float> sourceReadView      = GD.Map <float>(sourceReadback, MapMode.Read);
            MappedResourceView <float> destinationReadView = GD.Map <float>(destinationReadback, MapMode.Read);

            for (int y = 0; y < height; y++)
            {
                for (int x = 0; x < width; x++)
                {
                    int index = y * (int)width + x;
                    Assert.Equal(2 * sourceData[index], sourceReadView[index]);
                    Assert.Equal(sourceData[index], destinationReadView[index]);
                }
            }

            GD.Unmap(sourceReadback);
            GD.Unmap(destinationReadback);
        }
Пример #3
0
        public void ComputeGeneratedVertices()
        {
            if (!GD.Features.ComputeShader)
            {
                return;
            }

            uint    width  = 512;
            uint    height = 512;
            Texture output = RF.CreateTexture(
                TextureDescription.Texture2D(width, height, 1, 1, PixelFormat.R32_G32_B32_A32_Float, TextureUsage.RenderTarget));
            Framebuffer framebuffer = RF.CreateFramebuffer(new FramebufferDescription(null, output));

            uint         vertexSize = (uint)Unsafe.SizeOf <ColoredVertex>();
            DeviceBuffer buffer     = RF.CreateBuffer(new BufferDescription(
                                                          vertexSize * 4,
                                                          BufferUsage.StructuredBufferReadWrite,
                                                          vertexSize,
                                                          true));

            ResourceLayout computeLayout = RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                                       new ResourceLayoutElementDescription("OutputVertices", ResourceKind.StructuredBufferReadWrite, ShaderStages.Compute)));
            ResourceSet computeSet = RF.CreateResourceSet(new ResourceSetDescription(computeLayout, buffer));

            Pipeline computePipeline = RF.CreateComputePipeline(new ComputePipelineDescription(
                                                                    TestShaders.LoadCompute(RF, "ComputeColoredQuadGenerator"),
                                                                    computeLayout,
                                                                    1, 1, 1));

            ResourceLayout graphicsLayout = RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                                        new ResourceLayoutElementDescription("InputVertices", ResourceKind.StructuredBufferReadOnly, ShaderStages.Vertex)));
            ResourceSet graphicsSet = RF.CreateResourceSet(new ResourceSetDescription(graphicsLayout, buffer));

            Pipeline graphicsPipeline = RF.CreateGraphicsPipeline(new GraphicsPipelineDescription(
                                                                      BlendStateDescription.SingleOverrideBlend,
                                                                      DepthStencilStateDescription.Disabled,
                                                                      RasterizerStateDescription.Default,
                                                                      PrimitiveTopology.TriangleStrip,
                                                                      new ShaderSetDescription(
                                                                          Array.Empty <VertexLayoutDescription>(),
                                                                          TestShaders.LoadVertexFragment(RF, "ColoredQuadRenderer")),
                                                                      graphicsLayout,
                                                                      framebuffer.OutputDescription));

            CommandList cl = RF.CreateCommandList();

            cl.Begin();
            cl.SetPipeline(computePipeline);
            cl.SetComputeResourceSet(0, computeSet);
            cl.Dispatch(1, 1, 1);
            cl.SetFramebuffer(framebuffer);
            cl.ClearColorTarget(0, new RgbaFloat());
            cl.SetPipeline(graphicsPipeline);
            cl.SetGraphicsResourceSet(0, graphicsSet);
            cl.Draw(4);
            cl.End();
            GD.SubmitCommands(cl);
            GD.WaitForIdle();

            Texture readback = GetReadback(output);
            MappedResourceView <RgbaFloat> readView = GD.Map <RgbaFloat>(readback, MapMode.Read);

            for (uint y = 0; y < height; y++)
            {
                for (uint x = 0; x < width; x++)
                {
                    Assert.Equal(RgbaFloat.Red, readView[x, y]);
                }
            }
            GD.Unmap(readback);
        }
Пример #4
0
        public void ComputeShader3dTexture()
        {
            // Just a dumb compute shader that fills a 3D texture with the same value from a uniform multiplied by the depth.
            string shaderText = @"
#version 450
layout(set = 0, binding = 0, rgba32f) uniform image3D TextureToFill;
layout(set = 0, binding = 1) uniform FillValueBuffer
{
    float FillValue;
    float Padding1;
    float Padding2;
    float Padding3;
};
layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
void main()
{
    ivec3 textureCoordinate = ivec3(gl_GlobalInvocationID.xyz);
    float dataToStore = FillValue * (textureCoordinate.z + 1);

    imageStore(TextureToFill, textureCoordinate, vec4(dataToStore));
}
";

            const float FillValue         = 42.42f;
            const uint  OutputTextureSize = 32;

            using Shader computeShader = RF.CreateFromSpirv(new ShaderDescription(
                                                                ShaderStages.Compute,
                                                                Encoding.ASCII.GetBytes(shaderText),
                                                                "main"));

            using ResourceLayout computeLayout = RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                                             new ResourceLayoutElementDescription("TextureToFill", ResourceKind.TextureReadWrite, ShaderStages.Compute),
                                                                             new ResourceLayoutElementDescription("FillValueBuffer", ResourceKind.UniformBuffer, ShaderStages.Compute)));

            using Pipeline computePipeline = RF.CreateComputePipeline(new ComputePipelineDescription(
                                                                          computeShader,
                                                                          computeLayout,
                                                                          16, 16, 1));

            using DeviceBuffer fillValueBuffer = RF.CreateBuffer(new BufferDescription((uint)Marshal.SizeOf <FillValueStruct>(), BufferUsage.UniformBuffer));

            // Create our output texture.
            using Texture computeTargetTexture = RF.CreateTexture(TextureDescription.Texture3D(
                                                                      OutputTextureSize,
                                                                      OutputTextureSize,
                                                                      OutputTextureSize,
                                                                      1,
                                                                      PixelFormat.R32_G32_B32_A32_Float,
                                                                      TextureUsage.Sampled | TextureUsage.Storage));

            using TextureView computeTargetTextureView = RF.CreateTextureView(computeTargetTexture);

            using ResourceSet computeResourceSet = RF.CreateResourceSet(new ResourceSetDescription(
                                                                            computeLayout,
                                                                            computeTargetTextureView,
                                                                            fillValueBuffer));

            using CommandList cl = RF.CreateCommandList();
            cl.Begin();

            cl.UpdateBuffer(fillValueBuffer, 0, new FillValueStruct(FillValue));

            // Use the compute shader to fill the texture.
            cl.SetPipeline(computePipeline);
            cl.SetComputeResourceSet(0, computeResourceSet);
            const uint GroupDivisorXY = 16;

            cl.Dispatch(OutputTextureSize / GroupDivisorXY, OutputTextureSize / GroupDivisorXY, OutputTextureSize);

            cl.End();
            GD.SubmitCommands(cl);
            GD.WaitForIdle();

            // Read back from our texture and make sure it has been properly filled.
            for (uint depth = 0; depth < computeTargetTexture.Depth; depth++)
            {
                RgbaFloat expectedFillValue = new RgbaFloat(new System.Numerics.Vector4(FillValue * (depth + 1)));
                int       notFilledCount    = CountTexelsNotFilledAtDepth(GD, computeTargetTexture, expectedFillValue, depth);

                if (notFilledCount == 0)
                {
                    // Expected behavior:
                    Console.WriteLine($"All texels were properly set at depth {depth}");
                }
                else
                {
                    // Unexpected behavior:
                    uint totalTexels = computeTargetTexture.Width * computeTargetTexture.Height;
                    throw new Exception($"{notFilledCount} of {totalTexels} texels were not properly set at depth {depth}");
                }
            }
        }
Пример #5
0
        public void ComputeGeneratedTexture()
        {
            if (!GD.Features.ComputeShader)
            {
                return;
            }

            uint width  = 4;
            uint height = 1;
            TextureDescription texDesc = TextureDescription.Texture2D(
                width, height,
                1,
                1,
                PixelFormat.R32_G32_B32_A32_Float,
                TextureUsage.Sampled | TextureUsage.Storage);
            Texture computeOutput = RF.CreateTexture(texDesc);

            texDesc.Usage = TextureUsage.RenderTarget;
            Texture     finalOutput = RF.CreateTexture(texDesc);
            Framebuffer framebuffer = RF.CreateFramebuffer(new FramebufferDescription(null, finalOutput));

            ResourceLayout computeLayout = RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                                       new ResourceLayoutElementDescription("ComputeOutput", ResourceKind.TextureReadWrite, ShaderStages.Compute)));
            ResourceSet computeSet = RF.CreateResourceSet(new ResourceSetDescription(computeLayout, computeOutput));

            Pipeline computePipeline = RF.CreateComputePipeline(new ComputePipelineDescription(
                                                                    TestShaders.LoadCompute(RF, "ComputeTextureGenerator"),
                                                                    computeLayout,
                                                                    4, 1, 1));

            ResourceLayout graphicsLayout = RF.CreateResourceLayout(new ResourceLayoutDescription(
                                                                        new ResourceLayoutElementDescription("Input", ResourceKind.TextureReadOnly, ShaderStages.Fragment),
                                                                        new ResourceLayoutElementDescription("InputSampler", ResourceKind.Sampler, ShaderStages.Fragment)));
            ResourceSet graphicsSet = RF.CreateResourceSet(new ResourceSetDescription(graphicsLayout, computeOutput, GD.PointSampler));

            Pipeline graphicsPipeline = RF.CreateGraphicsPipeline(new GraphicsPipelineDescription(
                                                                      BlendStateDescription.SingleOverrideBlend,
                                                                      DepthStencilStateDescription.Disabled,
                                                                      RasterizerStateDescription.CullNone,
                                                                      PrimitiveTopology.TriangleStrip,
                                                                      new ShaderSetDescription(
                                                                          Array.Empty <VertexLayoutDescription>(),
                                                                          TestShaders.LoadVertexFragment(RF, "FullScreenBlit")),
                                                                      graphicsLayout,
                                                                      framebuffer.OutputDescription));

            CommandList cl = RF.CreateCommandList();

            cl.Begin();
            cl.SetPipeline(computePipeline);
            cl.SetComputeResourceSet(0, computeSet);
            cl.Dispatch(1, 1, 1);
            cl.SetFramebuffer(framebuffer);
            cl.ClearColorTarget(0, new RgbaFloat());
            cl.SetPipeline(graphicsPipeline);
            cl.SetGraphicsResourceSet(0, graphicsSet);
            cl.Draw(4);
            cl.End();
            GD.SubmitCommands(cl);
            GD.WaitForIdle();

            Texture readback = GetReadback(finalOutput);
            MappedResourceView <RgbaFloat> readView = GD.Map <RgbaFloat>(readback, MapMode.Read);

            Assert.Equal(RgbaFloat.Red, readView[0, 0]);
            Assert.Equal(RgbaFloat.Green, readView[1, 0]);
            Assert.Equal(RgbaFloat.Blue, readView[2, 0]);
            Assert.Equal(RgbaFloat.White, readView[3, 0]);
            GD.Unmap(readback);
        }