/* * Copyright 2015-2016 ARM Limited * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "spirv_cross/external_interface.h" #include #ifndef GLM_SWIZZLE #define GLM_SWIZZLE #endif #ifndef GLM_FORCE_RADIANS #define GLM_FORCE_RADIANS #endif #include using namespace glm; int main() { // First, we get the C interface to the shader. // This can be loaded from a dynamic library, or as here, // linked in as a static library. auto *iface = spirv_cross_get_interface(); // Create an instance of the shader interface. auto *shader = iface->construct(); // Build some input data for our compute shader. #define NUM_WORKGROUPS 4 float a[128 * NUM_WORKGROUPS]; float b[NUM_WORKGROUPS] = {}; for (int i = 0; i < 128 * NUM_WORKGROUPS; i++) { a[i] = float(i); } void *aptr = a; void *bptr = b; // Bind resources to the shader. // For resources like samplers and buffers, we provide a list of pointers, // since UBOs, SSBOs and samplers can be arrays, and can point to different types, // which is especially true for samplers. spirv_cross_set_resource(shader, 0, 0, &aptr, sizeof(aptr)); spirv_cross_set_resource(shader, 0, 1, &bptr, sizeof(bptr)); // We also have to set builtins. // The relevant builtins will depend on the shader, // but for compute, there are few builtins, which are gl_NumWorkGroups and gl_WorkGroupID. // LocalInvocationID and GlobalInvocationID are inferred when executing the invocation. uvec3 num_workgroups(NUM_WORKGROUPS, 1, 1); uvec3 work_group_id(0, 0, 0); spirv_cross_set_builtin(shader, SPIRV_CROSS_BUILTIN_NUM_WORK_GROUPS, &num_workgroups, sizeof(num_workgroups)); spirv_cross_set_builtin(shader, SPIRV_CROSS_BUILTIN_WORK_GROUP_ID, &work_group_id, sizeof(work_group_id)); // Execute 4 work groups. for (unsigned i = 0; i < NUM_WORKGROUPS; i++) { work_group_id.x = i; iface->invoke(shader); } // Call destructor. iface->destruct(shader); // Verify our output. // TODO: Implement a test framework that asserts results computed. for (unsigned i = 0; i < NUM_WORKGROUPS; i++) { float expected_sum = 0.0f; for (unsigned j = i * 128; j < (i + 1) * 128; j++) expected_sum += a[j]; fprintf(stderr, "Sum in workgroup #%u = %.1f, expected %.1f\n", i, b[i], expected_sum); } }