mirror of
https://github.com/KhronosGroup/SPIRV-Cross.git
synced 2024-11-15 00:11:06 +00:00
Merge pull request #16 from KhronosGroup/cpp-examples
[WIP] Initial set of C++ backend samples.
This commit is contained in:
commit
b96c3b002e
2
.gitignore
vendored
2
.gitignore
vendored
@ -11,5 +11,7 @@
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*.suo
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*.sdf
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*.opensdf
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*.shader
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*.a
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!CMakeLists.txt
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@ -111,6 +111,12 @@ glslangValidator -H -V -o test.spv shaders/comp/basic.comp
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./spirv-cross --version 310 --es test.spv --output test.comp --force-temporary
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```
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### Using shaders generated from C++ backend
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Please see `samples/cpp` where some GLSL shaders are compiled to SPIR-V, decompiled to C++ and run with test data.
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Reading through the samples should explain how to use the C++ interface.
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A simple Makefile is included to build all shaders in the directory.
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## Contributing
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Contributions to SPIRV-Cross are welcome. See Testing and Licensing sections for details.
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28
samples/cpp/Makefile
Normal file
28
samples/cpp/Makefile
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@ -0,0 +1,28 @@
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SOURCES := $(wildcard *.comp)
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SPIRV := $(SOURCES:.comp=.spv)
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CPP_INTERFACE := $(SOURCES:.comp=.spv.cpp)
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CPP_DRIVER := $(SOURCES:.comp=.cpp)
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EXECUTABLES := $(SOURCES:.comp=.shader)
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OBJECTS := $(CPP_DRIVER:.cpp=.o) $(CPP_INTERFACE:.cpp=.o)
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CXXFLAGS += -std=c++11 -I../../include -I.
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LDFLAGS += -pthread -lm
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all: $(EXECUTABLES)
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%.spv: %.comp
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glslangValidator -V -o $@ $<
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%.spv.cpp: %.spv
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../../spirv-cross --cpp --output $@ $<
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%.o: %.cpp
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$(CXX) -c -o $@ $< $(CXXFLAGS)
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%.shader: %.o %.spv.o
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$(CXX) -o $@ $^ $(LDFLAGS)
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clean:
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$(RM) -f $(EXECUTABLES) $(SPIRV) $(CPP_INTERFACE) $(OBJECTS)
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.PHONY: clean
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29
samples/cpp/atomics.comp
Normal file
29
samples/cpp/atomics.comp
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@ -0,0 +1,29 @@
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#version 310 es
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layout(local_size_x = 64) in;
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layout(set = 0, binding = 0, std430) readonly buffer SSBO0
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{
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float inputs[];
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};
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layout(set = 0, binding = 1, std430) writeonly buffer SSBO1
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{
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float outputs[];
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};
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layout(set = 0, binding = 2, std430) buffer SSBO2
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{
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uint counter;
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};
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void main()
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{
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// Builds a tightly packed list of all values less than 10.0.
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// The output order is random.
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float value = inputs[gl_GlobalInvocationID.x];
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if (value < 10.0)
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{
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uint output_index = atomicAdd(counter, 1u);
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outputs[output_index] = value;
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}
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}
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90
samples/cpp/atomics.cpp
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90
samples/cpp/atomics.cpp
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@ -0,0 +1,90 @@
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/*
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* Copyright 2015-2016 ARM Limited
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "spirv_cross/external_interface.h"
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#include <stdio.h>
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#ifndef GLM_SWIZZLE
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#define GLM_SWIZZLE
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#endif
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#ifndef GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#endif
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#include <glm/glm.hpp>
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using namespace glm;
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int main()
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{
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// First, we get the C interface to the shader.
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// This can be loaded from a dynamic library, or as here,
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// linked in as a static library.
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auto *iface = spirv_cross_get_interface();
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// Create an instance of the shader interface.
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auto *shader = iface->construct();
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// Build some input data for our compute shader.
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#define NUM_WORKGROUPS 4
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float a[64 * NUM_WORKGROUPS];
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float b[64 * NUM_WORKGROUPS] = {};
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uint32_t counter = 0;
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for (int i = 0; i < 64 * NUM_WORKGROUPS; i++)
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{
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a[i] = i * 0.46f;
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}
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void *aptr = a;
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void *bptr = b;
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void *cptr = &counter;
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// Bind resources to the shader.
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// For resources like samplers and buffers, we provide a list of pointers,
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// since UBOs, SSBOs and samplers can be arrays, and can point to different types,
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// which is especially true for samplers.
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spirv_cross_set_resource(shader, 0, 0, &aptr, sizeof(aptr));
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spirv_cross_set_resource(shader, 0, 1, &bptr, sizeof(bptr));
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spirv_cross_set_resource(shader, 0, 2, &cptr, sizeof(cptr));
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// We also have to set builtins.
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// The relevant builtins will depend on the shader,
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// but for compute, there are few builtins, which are gl_NumWorkGroups and gl_WorkGroupID.
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// LocalInvocationID and GlobalInvocationID are inferred when executing the invocation.
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uvec3 num_workgroups(NUM_WORKGROUPS, 1, 1);
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uvec3 work_group_id(0, 0, 0);
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spirv_cross_set_builtin(shader, SPIRV_CROSS_BUILTIN_NUM_WORK_GROUPS, &num_workgroups, sizeof(num_workgroups));
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spirv_cross_set_builtin(shader, SPIRV_CROSS_BUILTIN_WORK_GROUP_ID, &work_group_id, sizeof(work_group_id));
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// Execute 4 work groups.
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for (unsigned i = 0; i < NUM_WORKGROUPS; i++)
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{
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work_group_id.x = i;
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iface->invoke(shader);
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}
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// Call destructor.
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iface->destruct(shader);
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// Verify our output.
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// TODO: Implement a test framework that asserts results computed.
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fprintf(stderr, "Counter = %u\n", counter);
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for (unsigned i = 0; i < counter; i++)
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{
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fprintf(stderr, "[%3u] = %.1f\n", i, b[i]);
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}
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}
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22
samples/cpp/multiply.comp
Normal file
22
samples/cpp/multiply.comp
Normal file
@ -0,0 +1,22 @@
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#version 310 es
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layout(local_size_x = 64) in;
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layout(set = 0, binding = 0, std430) readonly buffer SSBO0
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{
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vec4 a[];
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};
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layout(set = 0, binding = 1, std430) readonly buffer SSBO1
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{
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vec4 b[];
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};
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layout(set = 0, binding = 2, std430) buffer SSBO2
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{
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vec4 c[];
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};
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void main()
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{
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c[gl_GlobalInvocationID.x] = a[gl_GlobalInvocationID.x] * b[gl_GlobalInvocationID.x];
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}
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93
samples/cpp/multiply.cpp
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93
samples/cpp/multiply.cpp
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@ -0,0 +1,93 @@
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/*
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* Copyright 2015-2016 ARM Limited
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "spirv_cross/external_interface.h"
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#include <stdio.h>
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#ifndef GLM_SWIZZLE
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#define GLM_SWIZZLE
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#endif
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#ifndef GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#endif
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#include <glm/glm.hpp>
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using namespace glm;
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int main()
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{
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// First, we get the C interface to the shader.
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// This can be loaded from a dynamic library, or as here,
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// linked in as a static library.
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auto *iface = spirv_cross_get_interface();
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// Create an instance of the shader interface.
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auto *shader = iface->construct();
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// Build some input data for our compute shader.
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#define NUM_WORKGROUPS 4
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vec4 a[64 * NUM_WORKGROUPS];
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vec4 b[64 * NUM_WORKGROUPS];
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vec4 c[64 * NUM_WORKGROUPS] = {};
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for (int i = 0; i < 64 * NUM_WORKGROUPS; i++)
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{
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a[i] = vec4(100 + i, 101 + i, 102 + i, 103 + i);
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b[i] = vec4(100 - i, 99 - i, 98 - i, 97 - i);
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}
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void *aptr = a;
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void *bptr = b;
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void *cptr = c;
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// Bind resources to the shader.
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// For resources like samplers and buffers, we provide a list of pointers,
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// since UBOs, SSBOs and samplers can be arrays, and can point to different types,
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// which is especially true for samplers.
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spirv_cross_set_resource(shader, 0, 0, &aptr, sizeof(aptr));
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spirv_cross_set_resource(shader, 0, 1, &bptr, sizeof(bptr));
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spirv_cross_set_resource(shader, 0, 2, &cptr, sizeof(cptr));
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// We also have to set builtins.
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// The relevant builtins will depend on the shader,
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// but for compute, there are few builtins, which are gl_NumWorkGroups and gl_WorkGroupID.
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// LocalInvocationID and GlobalInvocationID are inferred when executing the invocation.
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uvec3 num_workgroups(NUM_WORKGROUPS, 1, 1);
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uvec3 work_group_id(0, 0, 0);
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spirv_cross_set_builtin(shader, SPIRV_CROSS_BUILTIN_NUM_WORK_GROUPS, &num_workgroups, sizeof(num_workgroups));
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spirv_cross_set_builtin(shader, SPIRV_CROSS_BUILTIN_WORK_GROUP_ID, &work_group_id, sizeof(work_group_id));
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// Execute 4 work groups.
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for (unsigned i = 0; i < NUM_WORKGROUPS; i++)
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{
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work_group_id.x = i;
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iface->invoke(shader);
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}
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// Call destructor.
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iface->destruct(shader);
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// Verify our output.
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// TODO: Implement a test framework that asserts results computed.
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for (unsigned i = 0; i < 64 * NUM_WORKGROUPS; i++)
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{
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fprintf(stderr, "(%.1f, %.1f, %.1f, %.1f) * (%.1f, %.1f, %.1f, %.1f) => (%.1f, %.1f, %.1f, %.1f)\n",
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a[i].x, a[i].y, a[i].z, a[i].w,
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b[i].x, b[i].y, b[i].z, b[i].w,
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c[i].x, c[i].y, c[i].z, c[i].w);
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}
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}
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36
samples/cpp/shared.comp
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36
samples/cpp/shared.comp
Normal file
@ -0,0 +1,36 @@
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#version 310 es
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layout(local_size_x = 64) in;
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layout(set = 0, binding = 0, std430) readonly buffer SSBO0
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{
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float inputs[];
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};
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layout(set = 0, binding = 1, std430) writeonly buffer SSBO1
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{
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float outputs[];
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};
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shared float tmp[gl_WorkGroupSize.x];
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void main()
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{
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uint local = gl_LocalInvocationIndex;
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uint work_group = gl_WorkGroupID.x;
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// Does a trivial parallel reduction through shared memory.
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tmp[local] = inputs[work_group * gl_WorkGroupSize.x * 2u + local] + inputs[work_group * gl_WorkGroupSize.x * 2u + local + gl_WorkGroupSize.x];
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memoryBarrierShared();
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barrier();
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for (uint limit = 32u; limit > 1u; limit >>= 1u)
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{
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if (local < limit)
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tmp[local] = tmp[local] + tmp[local + limit];
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memoryBarrierShared();
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barrier();
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}
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if (local == 0u)
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outputs[work_group] = tmp[0] + tmp[1];
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}
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89
samples/cpp/shared.cpp
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89
samples/cpp/shared.cpp
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@ -0,0 +1,89 @@
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/*
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* Copyright 2015-2016 ARM Limited
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "spirv_cross/external_interface.h"
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#include <stdio.h>
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#ifndef GLM_SWIZZLE
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#define GLM_SWIZZLE
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#endif
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#ifndef GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#endif
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#include <glm/glm.hpp>
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using namespace glm;
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int main()
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{
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// First, we get the C interface to the shader.
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// This can be loaded from a dynamic library, or as here,
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// linked in as a static library.
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auto *iface = spirv_cross_get_interface();
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// Create an instance of the shader interface.
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auto *shader = iface->construct();
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// Build some input data for our compute shader.
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#define NUM_WORKGROUPS 4
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float a[128 * NUM_WORKGROUPS];
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float b[NUM_WORKGROUPS] = {};
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for (int i = 0; i < 128 * NUM_WORKGROUPS; i++)
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{
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a[i] = float(i);
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}
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void *aptr = a;
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void *bptr = b;
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// Bind resources to the shader.
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// For resources like samplers and buffers, we provide a list of pointers,
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// since UBOs, SSBOs and samplers can be arrays, and can point to different types,
|
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// which is especially true for samplers.
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spirv_cross_set_resource(shader, 0, 0, &aptr, sizeof(aptr));
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spirv_cross_set_resource(shader, 0, 1, &bptr, sizeof(bptr));
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|
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// We also have to set builtins.
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// The relevant builtins will depend on the shader,
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// but for compute, there are few builtins, which are gl_NumWorkGroups and gl_WorkGroupID.
|
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// LocalInvocationID and GlobalInvocationID are inferred when executing the invocation.
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uvec3 num_workgroups(NUM_WORKGROUPS, 1, 1);
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uvec3 work_group_id(0, 0, 0);
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spirv_cross_set_builtin(shader, SPIRV_CROSS_BUILTIN_NUM_WORK_GROUPS, &num_workgroups, sizeof(num_workgroups));
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spirv_cross_set_builtin(shader, SPIRV_CROSS_BUILTIN_WORK_GROUP_ID, &work_group_id, sizeof(work_group_id));
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// Execute 4 work groups.
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for (unsigned i = 0; i < NUM_WORKGROUPS; i++)
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{
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work_group_id.x = i;
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iface->invoke(shader);
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}
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// Call destructor.
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iface->destruct(shader);
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// Verify our output.
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// TODO: Implement a test framework that asserts results computed.
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for (unsigned i = 0; i < NUM_WORKGROUPS; i++)
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{
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float expected_sum = 0.0f;
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for (unsigned j = i * 128; j < (i + 1) * 128; j++)
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expected_sum += a[j];
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fprintf(stderr, "Sum in workgroup #%u = %.1f, expected %.1f\n", i, b[i], expected_sum);
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}
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}
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