1 /*
2 * Copyright 2015-2017 ARM Limited
3 * SPDX-License-Identifier: Apache-2.0
4 *
5 * Licensed under the Apache License, Version 2.0 (the "License");
6 * you may not use this file except in compliance with the License.
7 * You may obtain a copy of the License at
8 *
9 * http://www.apache.org/licenses/LICENSE-2.0
10 *
11 * Unless required by applicable law or agreed to in writing, software
12 * distributed under the License is distributed on an "AS IS" BASIS,
13 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14 * See the License for the specific language governing permissions and
15 * limitations under the License.
16 */
17
18 #include "spirv_cross/external_interface.h"
19 #include <stdio.h>
20
21 #ifndef GLM_SWIZZLE
22 #define GLM_SWIZZLE
23 #endif
24
25 #ifndef GLM_FORCE_RADIANS
26 #define GLM_FORCE_RADIANS
27 #endif
28
29 #include <glm/glm.hpp>
30 using namespace glm;
31
main()32 int main()
33 {
34 // First, we get the C interface to the shader.
35 // This can be loaded from a dynamic library, or as here,
36 // linked in as a static library.
37 auto *iface = spirv_cross_get_interface();
38
39 // Create an instance of the shader interface.
40 auto *shader = iface->construct();
41
42 // Build some input data for our compute shader.
43 #define NUM_WORKGROUPS 4
44 float a[128 * NUM_WORKGROUPS];
45 float b[NUM_WORKGROUPS] = {};
46
47 for (int i = 0; i < 128 * NUM_WORKGROUPS; i++)
48 {
49 a[i] = float(i);
50 }
51
52 void *aptr = a;
53 void *bptr = b;
54
55 // Bind resources to the shader.
56 // For resources like samplers and buffers, we provide a list of pointers,
57 // since UBOs, SSBOs and samplers can be arrays, and can point to different types,
58 // which is especially true for samplers.
59 spirv_cross_set_resource(shader, 0, 0, &aptr, sizeof(aptr));
60 spirv_cross_set_resource(shader, 0, 1, &bptr, sizeof(bptr));
61
62 // We also have to set builtins.
63 // The relevant builtins will depend on the shader,
64 // but for compute, there are few builtins, which are gl_NumWorkGroups and gl_WorkGroupID.
65 // LocalInvocationID and GlobalInvocationID are inferred when executing the invocation.
66 uvec3 num_workgroups(NUM_WORKGROUPS, 1, 1);
67 uvec3 work_group_id(0, 0, 0);
68 spirv_cross_set_builtin(shader, SPIRV_CROSS_BUILTIN_NUM_WORK_GROUPS, &num_workgroups, sizeof(num_workgroups));
69 spirv_cross_set_builtin(shader, SPIRV_CROSS_BUILTIN_WORK_GROUP_ID, &work_group_id, sizeof(work_group_id));
70
71 // Execute 4 work groups.
72 for (unsigned i = 0; i < NUM_WORKGROUPS; i++)
73 {
74 work_group_id.x = i;
75 iface->invoke(shader);
76 }
77
78 // Call destructor.
79 iface->destruct(shader);
80
81 // Verify our output.
82 // TODO: Implement a test framework that asserts results computed.
83 for (unsigned i = 0; i < NUM_WORKGROUPS; i++)
84 {
85 float expected_sum = 0.0f;
86 for (unsigned j = i * 128; j < (i + 1) * 128; j++)
87 expected_sum += a[j];
88 fprintf(stderr, "Sum in workgroup #%u = %.1f, expected %.1f\n", i, b[i], expected_sum);
89 }
90 }
91