[tests] Updated compute sample

This commit is contained in:
Philip Rebohle 2017-12-28 19:07:52 +01:00
parent a3fe40051f
commit 9848f9bdaa
2 changed files with 135 additions and 3 deletions

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@ -42,8 +42,9 @@ The behaviour of DXVK can be modified with environment variables.
## Samples and executables
In addition to the DLLs, the following standalone programs are included in the project:
- `d3d11-triangle`: Renders a triangle using D3D11. Requires native `d3dcompiler_47.dll`.
- `d3d11-compute`: Runs a simple compute shader demo. Requires native `d3dcompiler_47.dll`.
- `d3d11-triangle`: Renders a bunch of triangles using D3D11. Requires native `d3dcompiler_47.dll`.
- `dxgi-factory`: Enumerates DXGI adapters and outputs for debugging purposes.
- `dxbc-dcompiler`: Compiles a DXBC shader to SPIR-V.
- `dxbc-compiler`: Compiles a DXBC shader to SPIR-V.
- `dxbc-disasm`: Disassembles a DXBC shader. Requires native `d3dcompiler_47.dll`.
- `dxvk-triangle`: Renders a triangle using pure DXVK, which is the Vulkan-based state tracker that the D3D11 implementation is based on.
- `hlsl-compiler`: Compiles a HLSL shader to DXBC. Requires native `d3dcompiler_47.dll`.

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@ -1,3 +1,6 @@
#include <cstring>
#include <d3dcompiler.h>
#include <d3d11.h>
#include <windows.h>
@ -7,12 +10,28 @@
using namespace dxvk;
const std::string g_computeShaderCode =
"StructuredBuffer<uint> buf_in : register(t0);\n"
"RWStructuredBuffer<uint> buf_out : register(u0);\n"
"[numthreads(1,1,1)]\n"
"void main() {\n"
" buf_out[0] = buf_in[0] * buf_in[1];\n"
"}\n";
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow) {
Com<ID3D11Device> device;
Com<ID3D11DeviceContext> context;
Com<ID3D11ComputeShader> computeShader;
Com<ID3D11Buffer> srcBuffer;
Com<ID3D11Buffer> dstBuffer;
Com<ID3D11Buffer> readBuffer;
Com<ID3D11ShaderResourceView> srcView;
Com<ID3D11UnorderedAccessView> dstView;
if (FAILED(D3D11CreateDevice(
nullptr, D3D_DRIVER_TYPE_HARDWARE,
@ -22,7 +41,119 @@ int WINAPI WinMain(HINSTANCE hInstance,
return 1;
}
Com<ID3DBlob> computeShaderBlob;
if (FAILED(D3DCompile(
g_computeShaderCode.data(),
g_computeShaderCode.size(),
"Compute shader",
nullptr, nullptr,
"main", "cs_5_0", 0, 0,
&computeShaderBlob,
nullptr))) {
std::cerr << "Failed to compile compute shader" << std::endl;
return 1;
}
if (FAILED(device->CreateComputeShader(
computeShaderBlob->GetBufferPointer(),
computeShaderBlob->GetBufferSize(),
nullptr, &computeShader))) {
std::cerr << "Failed to create compute shader" << std::endl;
return 1;
}
std::array<uint32_t, 64> srcData;
for (uint32_t i = 0; i < srcData.size(); i++)
srcData[i] = i + 1;
D3D11_BUFFER_DESC srcBufferDesc;
srcBufferDesc.ByteWidth = sizeof(uint32_t) * srcData.size();
srcBufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
srcBufferDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
srcBufferDesc.CPUAccessFlags = 0;
srcBufferDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
srcBufferDesc.StructureByteStride = sizeof(uint32_t);
D3D11_SUBRESOURCE_DATA srcDataInfo;
srcDataInfo.pSysMem = srcData.data();
srcDataInfo.SysMemPitch = 0;
srcDataInfo.SysMemSlicePitch = 0;
if (FAILED(device->CreateBuffer(&srcBufferDesc, &srcDataInfo, &srcBuffer))) {
std::cerr << "Failed to create source buffer" << std::endl;
return 1;
}
D3D11_BUFFER_DESC dstBufferDesc;
dstBufferDesc.ByteWidth = sizeof(uint32_t);
dstBufferDesc.Usage = D3D11_USAGE_DEFAULT;
dstBufferDesc.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
dstBufferDesc.CPUAccessFlags = 0;
dstBufferDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
dstBufferDesc.StructureByteStride = sizeof(uint32_t);
if (FAILED(device->CreateBuffer(&dstBufferDesc, nullptr, &dstBuffer))) {
std::cerr << "Failed to create destination buffer" << std::endl;
return 1;
}
D3D11_BUFFER_DESC readBufferDesc;
readBufferDesc.ByteWidth = sizeof(uint32_t);
readBufferDesc.Usage = D3D11_USAGE_STAGING;
readBufferDesc.BindFlags = 0;
readBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
readBufferDesc.MiscFlags = 0;
readBufferDesc.StructureByteStride = 0;
if (FAILED(device->CreateBuffer(&readBufferDesc, nullptr, &readBuffer))) {
std::cerr << "Failed to create readback buffer" << std::endl;
return 1;
}
D3D11_SHADER_RESOURCE_VIEW_DESC srcViewDesc;
srcViewDesc.Format = DXGI_FORMAT_UNKNOWN;
srcViewDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFEREX;
srcViewDesc.BufferEx.FirstElement = 0;
srcViewDesc.BufferEx.NumElements = srcData.size();
srcViewDesc.BufferEx.Flags = 0;
if (FAILED(device->CreateShaderResourceView(srcBuffer.ptr(), &srcViewDesc, &srcView))) {
std::cerr << "Failed to create shader resource view" << std::endl;
return 1;
}
D3D11_UNORDERED_ACCESS_VIEW_DESC dstViewDesc;
dstViewDesc.Format = DXGI_FORMAT_UNKNOWN;
dstViewDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
dstViewDesc.Buffer.FirstElement = 0;
dstViewDesc.Buffer.NumElements = 1;
dstViewDesc.Buffer.Flags = 0;
if (FAILED(device->CreateUnorderedAccessView(dstBuffer.ptr(), &dstViewDesc, &dstView))) {
std::cerr << "Failed to create unordered access view" << std::endl;
return 1;
}
// Compute sum of the source buffer values
context->CSSetShader(computeShader.ptr(), nullptr, 0);
context->CSSetShaderResources(0, 1, &srcView);
context->CSSetUnorderedAccessViews(0, 1, &dstView, nullptr);
context->Dispatch(1, 1, 1);
// Write data to the readback buffer and query the result
context->CopyResource(readBuffer.ptr(), dstBuffer.ptr());
D3D11_MAPPED_SUBRESOURCE mappedResource;
if (FAILED(context->Map(readBuffer.ptr(), 0, D3D11_MAP_READ, 0, &mappedResource))) {
std::cerr << "Failed to map readback buffer" << std::endl;
return 1;
}
uint32_t result = 0;
std::memcpy(&result, mappedResource.pData, sizeof(result));
context->Unmap(readBuffer.ptr(), 0);
std::cout << "Sum: " << result << std::endl;
return 0;
}