93 lines
3.0 KiB
C++
93 lines
3.0 KiB
C++
/*
|
|
* Copyright 2015-2017 ARM Limited
|
|
* SPDX-License-Identifier: Apache-2.0
|
|
*
|
|
* 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 <stdio.h>
|
|
|
|
#ifndef GLM_SWIZZLE
|
|
#define GLM_SWIZZLE
|
|
#endif
|
|
|
|
#ifndef GLM_FORCE_RADIANS
|
|
#define GLM_FORCE_RADIANS
|
|
#endif
|
|
|
|
#include <glm/glm.hpp>
|
|
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
|
|
vec4 a[64 * NUM_WORKGROUPS];
|
|
vec4 b[64 * NUM_WORKGROUPS];
|
|
vec4 c[64 * NUM_WORKGROUPS] = {};
|
|
|
|
for (int i = 0; i < 64 * NUM_WORKGROUPS; i++)
|
|
{
|
|
a[i] = vec4(100 + i, 101 + i, 102 + i, 103 + i);
|
|
b[i] = vec4(100 - i, 99 - i, 98 - i, 97 - i);
|
|
}
|
|
|
|
void *aptr = a;
|
|
void *bptr = b;
|
|
void *cptr = c;
|
|
|
|
// 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));
|
|
spirv_cross_set_resource(shader, 0, 2, &cptr, sizeof(cptr));
|
|
|
|
// 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 < 64 * NUM_WORKGROUPS; i++)
|
|
{
|
|
fprintf(stderr, "(%.1f, %.1f, %.1f, %.1f) * (%.1f, %.1f, %.1f, %.1f) => (%.1f, %.1f, %.1f, %.1f)\n", a[i].x,
|
|
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);
|
|
}
|
|
}
|