2016-05-24 19:38:42 +00:00
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/*
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2017-01-28 08:00:40 +00:00
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* Copyright 2015-2017 ARM Limited
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2021-05-08 08:47:48 +00:00
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* SPDX-License-Identifier: Apache-2.0
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2016-05-24 19:38:42 +00:00
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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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2016-05-30 19:34:18 +00:00
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// Build some input data for our compute shader.
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2016-05-24 19:38:42 +00:00
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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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2016-05-30 19:34:18 +00:00
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fprintf(stderr, "(%.1f, %.1f, %.1f, %.1f) * (%.1f, %.1f, %.1f, %.1f) => (%.1f, %.1f, %.1f, %.1f)\n", a[i].x,
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a[i].y, a[i].z, a[i].w, b[i].x, b[i].y, b[i].z, b[i].w, c[i].x, c[i].y, c[i].z, c[i].w);
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2016-05-24 19:38:42 +00:00
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}
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}
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