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//! This crate provides macros for writing simple vulkan compute shader tests //! using the tomaka/[`vulkano`] library. //! //! ## About //! //! A core problem of developing shaders is the rather difficult environment in which they are //! executed. Even simple things can go wrong and cost the developer a lot of time to fix. //! This crate aims at providing a simple-to-use environment for writing vulkan compute shader tests. //! It uses the [`vulkano`] rust-vulkan bindings end exports macros for a fast implementation of tests. //! These macros mostly generate [`vulkano`] boilerplate instantiation code. The interface to the //! shader are CPU accessible buffers which you can read and write at will and a function for //! executing the shader code and waiting for the result. //! //! ## Import (Usage in integration test modules) //! //! Due to the reexport of utility function from the [`vulkano`] crate (which you don't need to access, //! unless you want to) you need to use the following crates in your test module header: //! //! ``` //! #[macro_use] //! extern crate vulkano; //! #[macro_use] //! extern crate vulkanology; //! # //! # fn main() { //! # instance!(); //! # } //! ``` //! //! For basic usage of the library you can refer to the doc-tests and `tests/shaders/example.comp`. //! For a working example of a fairly elaborate shader test please refer to: `tests/random.rs` //! and `tests/shaders/random.comp`. //! //! ## Building GLSL shaders //! //! This utility pack is built around the [`vulkano`] library, which also provides `vulkano-shaders`, //! a library which compiles GLSL shaders into Rust interface modules. //! For examples on how to build shaders with `vulkano-shaders` see `build.rs` and [this]. //! //! ## Composite shader tests //! //! `vulkanology` also provides some build utilities for working with segmented shaders. //! `src/build_utils.rs` contains working examples on how to use these utilities in your `build.rs`. //! //! [this]: https://github.com/tomaka/vulkano/blob/master/examples/build.rs //! [`vulkano`]: https://github.com/tomaka/vulkano //! #![deny(missing_docs)] #![feature(macro_reexport)] pub mod build_utils; /// Creates a [`vulkano`] [`Instance`]. Does not enable any instance extensions. /// /// # Panics /// /// Panics if the instance loading procedure fails. /// /// # Example /// /// ``` /// # // These tests du not require vulkano-macros, /// # // therefore the `macro_use` will be omitted here, unless required. /// # extern crate vulkano; /// # #[macro_use] /// # extern crate vulkanology; /// # /// # #[allow(unused_variables)] /// # fn main() { /// // Simply invoke the macro and assign the result. /// let instance = instance!(); /// # } /// ``` /// /// [`vulkano`]: https://github.com/tomaka/vulkano /// [`Instance`]: https://docs.rs/vulkano/0.3.1/vulkano/instance/struct.Instance.html /// #[macro_export] macro_rules! instance { () => ({ use vulkano::instance::{Instance, InstanceExtensions}; let extensions = &InstanceExtensions::none(); Instance::new(None, extensions, None).expect("Failed to initialize vulkano.") }) } /// This macro generates code for loading a [`PhysicalDevice`]. It takes /// the instance variable name and an optional list of features which the device /// should support. All available features are defined [here]. /// /// # Panics /// /// Panics if no device matching the requirements has been found. /// /// # Example /// /// ``` /// # extern crate vulkano; /// # #[macro_use] /// # extern crate vulkanology; /// # /// # #[allow(unused_variables)] /// # fn main() { /// // First initialize a `vulkano::Instance`. /// let instance = instance!(); /// /// // Select the first physical device which supports compute shaders. /// { /// // With no explicitly required features: /// let physical_device = physical_device!(instance); /// } /// { /// // With some features: /// let physical_device = physical_device!( /// instance, /// robust_buffer_access, /// full_draw_index_uint32); /// } /// # } /// ``` /// /// [here]: https://github.com/tomaka/vulkano/blob/master/vulkano/src/features.rs /// [`PhysicalDevice`]: https://docs.rs/vulkano/0.3.1/vulkano/instance/struct.PhysicalDevice.html /// #[macro_export] macro_rules! physical_device { // Rule for selecting a device with specific features. ($instance:ident, $($feature:ident),+) => ({ use vulkano::instance::{PhysicalDevice}; PhysicalDevice::enumerate(&$instance).find(|p| { let supported_features = p.supported_features(); true $( && supported_features.$feature )* }).expect("No physical devices are available.") }); // Rule for selecting the first available physical // device when no features are required. ($instance:ident) => ({ use vulkano::instance::{PhysicalDevice}; PhysicalDevice::enumerate(&$instance).next() .expect("No physical devices are available.") }) } /// Creates a [`Device`] and a [`Queue`] for compute operations. /// /// # Panics /// /// Panics if no compute-compatible queue has been found, or the /// device could not be initialized. /// /// # Example /// /// ``` /// # extern crate vulkano; /// # #[macro_use] /// # extern crate vulkanology; /// # /// # #[allow(unused_variables)] /// # fn main() { /// let instance = instance!(); /// let physical_device = physical_device!(instance); /// let (device, queue) = device_and_queue!(physical_device); /// # } /// ``` /// /// [`Device`]: https://docs.rs/vulkano/0.3.1/vulkano/device/struct.Device.html /// [`Queue`]: https://docs.rs/vulkano/0.3.1/vulkano/device/struct.Queue.html /// #[macro_export] macro_rules! device_and_queue { ($physical_device:ident) => ({ use vulkano::device::{Device, DeviceExtensions}; // Select a queue family which supports compute operations. let mut queue_families = $physical_device.queue_families(); let queue_family = queue_families.find(|q| q.supports_compute()) .expect("Couldn't find a compute queue family."); // Initialize a device and a queue. let device_extensions = DeviceExtensions::none(); let (device, mut queues) = Device::new(&$physical_device, &$physical_device.supported_features(), &device_extensions, [(queue_family, 0.5)].iter().cloned()) .expect("Failed to create device."); // We only requested one queue, so `queues` is an array with only one element. (device, queues.next().unwrap()) }) } /// Creates a new uninitialized [buffer] of type `$buf_type` of length `$buf_len`. /// /// # Panics /// /// If the array fails to be initialized. /// /// # Examples /// /// ``` /// # extern crate vulkano; /// # #[macro_use] /// # extern crate vulkanology; /// # /// # #[allow(unused_variables)] /// # fn main() { /// let instance = instance!(); /// let physical_device = physical_device!(instance); /// let (ref device, ref queue) = device_and_queue!(physical_device); /// /// // Initialize a buffer. /// let buffer = cpu_array_buffer!(device, queue, u32, 13*31); /// # } /// ``` /// /// [buffer]: https://docs.rs/vulkano/0.3.1/vulkano/buffer/cpu_access/struct.CpuAccessibleBuffer.html /// #[macro_export] macro_rules! cpu_array_buffer { ($device:ident, $queue:ident, $buf_type:ty, $buf_len:expr) => ({ use vulkano::buffer::{BufferUsage, CpuAccessibleBuffer}; unsafe { CpuAccessibleBuffer::<[$buf_type]>::uninitialized_array( $device, $buf_len, &BufferUsage::all(), Some($queue.family())) .expect("Failed to create a cpu accessible buffer.") } }) } /// This macro is the core of the shader-testing framework. /// It generates code for initializing the vulkano environment, /// it allocates [`CpuAccessibleBuffer`]s, it compiles the shader, /// it sets up a [`ComputePipeline`] and provides a function /// for executing the shader. /// /// # Panics /// /// * If the `instance`, `physical_device`, `device` or `queue` cannot be selected/initialized. /// * If the buffers cannot be initialized. /// * If the shader cannot be loaded. /// * If the pipeline cannot be created. /// /// # Example /// /// ``` /// # #[macro_use] /// # extern crate vulkano; /// # #[macro_use] /// # extern crate vulkanology; /// # extern crate rand; /// # /// # #[allow(unused_variables)] /// # fn main() { /// // The total number of invocations of your shader is defined in two places: /// // - The workgroup_count, which is defined in the pipeline macro. /// // - The workgroup_size which is defined in the shader program header. /// /// // Here we compute the total number of invocations. The workgroup size is `8x8x1`, /// // and the workgroup count will be `100x100x1`. /// let total_num_invocations = (8 * 8) * (100 * 100); /// /// // I. Invoke the `pipeline!` macro. /// // The macro parameters are: /// // 1. The path to the shader program, relative to the crate root. /// // `shader_path: "path/to/shader/program.comp"` /// // 2. A three-dimensional array defining the workgroup count: /// // `workgroup_count: [1, 2, 3],` /// // 3. The buffers that your test shader uses: /// // `buffers: { input_data: [u32;4], some_buffer: [Dennis;42] },` /// // 4. The name of the shader execution: /// // `execution_command: run_example_shader_function_name` /// pipeline!{ /// shader_path: "tests/shaders/example.comp", /// workgroup_count: [100, 100, 1], /// buffers: { /// data: [u32; total_num_invocations], /// result: [u32; total_num_invocations] /// }, /// execution_command: execute_shader /// } /// /// // II. Fill your buffers with input data. The buffers are bound to the /// // names given in the `pipeline!` macro. /// { /// use std::time::Duration; /// use rand::random; /// /// use vulkano::buffer::cpu_access::WriteLock; /// let mut mapping: WriteLock<[u32]> = data.write(Duration::new(1, 0)).unwrap(); /// /// for item in mapping.iter_mut() { /// *item = random::<u32>(); /// } /// } /// /// // III. Execute the shader. /// // `run_example_shader_function_name();` /// execute_shader(); /// /// // IV. Assert validity of the results. /// // `assert!(datainbuffersisvalid())` /// { /// use std::time::Duration; /// use vulkano::buffer::cpu_access::ReadLock; /// let input: ReadLock<[u32]> = data.read(Duration::new(1, 0)).unwrap(); /// let output: ReadLock<[u32]> = result.read(Duration::new(1, 0)).unwrap(); /// let zipped = input.iter().zip(output.iter()); /// /// for (invocation_uid, (item_in, item_out)) in zipped.enumerate() { /// assert_eq!(*item_out, (*item_in).wrapping_mul(invocation_uid as u32)); /// } /// } /// # } /// ``` /// /// [`CpuAccessibleBuffer`]: /// https://docs.rs/vulkano/0.3.1/vulkano/buffer/cpu_access/struct.CpuAccessibleBuffer.html /// [`ComputePipeline`]: https://docs.rs/vulkano/0.3.1/vulkano/pipeline/struct.ComputePipeline.html /// #[macro_export] macro_rules! pipeline { { shader_path: $shader_path:expr, workgroup_count: $workgroup_count:expr, buffers: { $( $buf_ident:ident : [$buf_type:ty;$buf_len:expr] ),* }, execution_command: $exec_cmd:ident } => { use vulkano::command_buffer::PrimaryCommandBufferBuilder; use vulkano::command_buffer::submit as submit_command; use vulkano::descriptor::descriptor_set::DescriptorPool; use vulkano::pipeline::ComputePipeline; // Include the shader wrapper. mod shader { #![allow(dead_code)] include!{concat!(env!("OUT_DIR"), concat!("/shaders/", $shader_path))} } // Create the pipeline layout wrapper. mod layout_definition { pipeline_layout!{ buffers: { $( $buf_ident: StorageBuffer<[$buf_type]> ),* } } } // Init `vulkano`. let instance = instance!(); let physical_device = physical_device!(instance); let (ref device, ref queue) = device_and_queue!(physical_device); // Allocate buffers. $( let $buf_ident = cpu_array_buffer!(device, queue, $buf_type, $buf_len); )* // Create descriptor pool. let descriptor_pool = DescriptorPool::new(device); // Create pipeline layout. let pipeline_layout = layout_definition::CustomPipeline::new(device).unwrap(); let buffer_descriptors = layout_definition::buffers::Descriptors { $( $buf_ident: &$buf_ident, )* }; let buffer_set = layout_definition::buffers::Set::new(&descriptor_pool, &pipeline_layout, &buffer_descriptors); // Load the shader and assemble the pipeline. let compute_shader = shader::Shader::load(device).expect("Failed to create shader module."); let pipeline = ComputePipeline::new(device, &pipeline_layout, &compute_shader.main_entry_point(), &()) .expect("Failed to create compute pipeline."); // Assemble and return the execution command. let execution_command = PrimaryCommandBufferBuilder::new(device, queue.family()) .dispatch(&pipeline, buffer_set, $workgroup_count, &()) .build(); let $exec_cmd = || { submit_command(&execution_command, queue).unwrap(); }; } }