Add slang shader for mesh shader sample

This commit is contained in:
Sascha Willems 2025-04-27 12:41:07 +02:00
parent 5484d51bae
commit 33cab712ca
2 changed files with 82 additions and 0 deletions

View file

@ -48,6 +48,10 @@ def getShaderStages(filename):
stages.append("callable")
if '[shader("compute")]' in filecontent:
stages.append("compute")
if '[shader("amplification")]' in filecontent:
stages.append("amplification")
if '[shader("mesh")]' in filecontent:
stages.append("mesh")
f.close()
return stages
@ -58,6 +62,9 @@ print("Found slang compiler at %s", compiler_path)
compile_single_sample = ""
if args.sample != None:
compile_single_sample = args.sample
if (not os.path.isdir(compile_single_sample)):
print("ERROR: No directory found with name %s" % compile_single_sample)
exit(-1)
dir_path = os.path.dirname(os.path.realpath(__file__))
dir_path = dir_path.replace('\\', '/')
@ -91,6 +98,10 @@ for root, dirs, files in os.walk(dir_path):
output_ext = ".rcall"
case "compute":
output_ext = ".comp"
case "mesh":
output_ext = ".mesh"
case "amplification":
output_ext = ".task"
output_file = input_file + output_ext + ".spv"
output_file = output_file.replace(".slang", "")
res = subprocess.call("%s %s -profile spirv_1_4 -matrix-layout-column-major -target spirv -o %s -entry %s -stage %s -warnings-disable 39001" % (compiler_path, input_file, output_file, entry_point, stage), shell=True)

View file

@ -0,0 +1,71 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VertexOutput
{
float4 position : SV_Position;
float4 color;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4x4 view;
};
ConstantBuffer<UBO> ubo;
static const float4 positions[3] = {
float4( 0.0, -1.0, 0.0, 1.0),
float4(-1.0, 1.0, 0.0, 1.0),
float4( 1.0, 1.0, 0.0, 1.0)
};
static const float4 colors[3] = {
float4(0.0, 1.0, 0.0, 1.0),
float4(0.0, 0.0, 1.0, 1.0),
float4(1.0, 0.0, 0.0, 1.0)
};
struct DummyPayLoad
{
uint dummyData;
};
// We don't use pay loads in this sample, but the fn call requires one
groupshared DummyPayLoad dummyPayLoad;
[shader("amplification")]
[numthreads(1, 1, 1)]
void amplificationMain()
{
DispatchMesh(3, 1, 1, dummyPayLoad);
}
[shader("mesh")]
[outputtopology("triangle")]
[numthreads(1, 1, 1)]
void meshMain(out indices uint3 triangles[1], out vertices VertexOutput vertices[3], uint3 DispatchThreadID : SV_DispatchThreadID)
{
float4x4 mvp = mul(ubo.projection, mul(ubo.view, ubo.model));
float4 offset = float4(0.0, 0.0, float(DispatchThreadID.x), 0.0);
SetMeshOutputCounts(3, 1);
for (uint i = 0; i < 3; i++) {
vertices[i].position = mul(mvp, positions[i] + offset);
vertices[i].color = colors[i];
}
SetMeshOutputCounts(3, 1);
triangles[0] = uint3(0, 1, 2);
}
[shader("fragment")]
float4 fragmentMain(VertexOutput input)
{
return input.color;
}