Add slang shader for mesh shader sample
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2 changed files with 82 additions and 0 deletions
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@ -48,6 +48,10 @@ def getShaderStages(filename):
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stages.append("callable")
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stages.append("callable")
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if '[shader("compute")]' in filecontent:
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if '[shader("compute")]' in filecontent:
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stages.append("compute")
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stages.append("compute")
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if '[shader("amplification")]' in filecontent:
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stages.append("amplification")
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if '[shader("mesh")]' in filecontent:
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stages.append("mesh")
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f.close()
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f.close()
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return stages
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return stages
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@ -58,6 +62,9 @@ print("Found slang compiler at %s", compiler_path)
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compile_single_sample = ""
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compile_single_sample = ""
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if args.sample != None:
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if args.sample != None:
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compile_single_sample = args.sample
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compile_single_sample = args.sample
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if (not os.path.isdir(compile_single_sample)):
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print("ERROR: No directory found with name %s" % compile_single_sample)
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exit(-1)
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dir_path = os.path.dirname(os.path.realpath(__file__))
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dir_path = os.path.dirname(os.path.realpath(__file__))
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dir_path = dir_path.replace('\\', '/')
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dir_path = dir_path.replace('\\', '/')
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@ -91,6 +98,10 @@ for root, dirs, files in os.walk(dir_path):
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output_ext = ".rcall"
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output_ext = ".rcall"
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case "compute":
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case "compute":
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output_ext = ".comp"
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output_ext = ".comp"
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case "mesh":
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output_ext = ".mesh"
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case "amplification":
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output_ext = ".task"
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output_file = input_file + output_ext + ".spv"
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output_file = input_file + output_ext + ".spv"
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output_file = output_file.replace(".slang", "")
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output_file = output_file.replace(".slang", "")
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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)
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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)
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71
shaders/slang/meshshader/meshshader.slang
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71
shaders/slang/meshshader/meshshader.slang
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@ -0,0 +1,71 @@
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/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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struct VertexOutput
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{
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float4 position : SV_Position;
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float4 color;
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};
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struct UBO
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{
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float4x4 projection;
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float4x4 model;
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float4x4 view;
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};
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ConstantBuffer<UBO> ubo;
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static const float4 positions[3] = {
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float4( 0.0, -1.0, 0.0, 1.0),
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float4(-1.0, 1.0, 0.0, 1.0),
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float4( 1.0, 1.0, 0.0, 1.0)
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};
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static const float4 colors[3] = {
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float4(0.0, 1.0, 0.0, 1.0),
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float4(0.0, 0.0, 1.0, 1.0),
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float4(1.0, 0.0, 0.0, 1.0)
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};
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struct DummyPayLoad
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{
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uint dummyData;
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};
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// We don't use pay loads in this sample, but the fn call requires one
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groupshared DummyPayLoad dummyPayLoad;
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[shader("amplification")]
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[numthreads(1, 1, 1)]
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void amplificationMain()
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{
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DispatchMesh(3, 1, 1, dummyPayLoad);
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}
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[shader("mesh")]
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[outputtopology("triangle")]
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[numthreads(1, 1, 1)]
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void meshMain(out indices uint3 triangles[1], out vertices VertexOutput vertices[3], uint3 DispatchThreadID : SV_DispatchThreadID)
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{
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float4x4 mvp = mul(ubo.projection, mul(ubo.view, ubo.model));
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float4 offset = float4(0.0, 0.0, float(DispatchThreadID.x), 0.0);
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SetMeshOutputCounts(3, 1);
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for (uint i = 0; i < 3; i++) {
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vertices[i].position = mul(mvp, positions[i] + offset);
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vertices[i].color = colors[i];
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}
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SetMeshOutputCounts(3, 1);
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triangles[0] = uint3(0, 1, 2);
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}
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[shader("fragment")]
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float4 fragmentMain(VertexOutput input)
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{
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return input.color;
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}
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