| /* |
| * 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); |
| } |
| } |