• Slang Graphics Layer
    • Getting Started
      • Installation
      • Creating a GPU Device
      • Enabling the Debug Layer
      • Creating a Command Queue
      • Allocating a Command Buffer
      • Creating Buffer Resource
      • Creating a Pipeline State
      • Recording Commands
      • Cleaning Up

Getting Started with Slang Graphics Layer

In this article, we provide instructions on installing the graphics layer into your application, and demonstrate the basic use of the graphics layer via a simple compute shader example. We will use the same hello-world.slang shader from the hello-world example in the Slang getting started tutorial.

Installation

Obtain Release Package

The Slang graphics library is implemented in gfx.dll (libgfx.so in unix systems). Since Slang is tightly integrated into the graphics layer, you need to include both slang.dll and gfx.dll in your application. Official Slang releases provide prebuilt binaries for both libraries as well as the header files to use them. If you prefer to build the libraries yourself, please follow build instructions.

Install Header Files

Once you have built or obtained a Slang release, make the following header files from the release package accessible to your application:

  • slang-gfx.h
  • slang.h
  • slang-com-ptr.h
  • slang-com-helper.h

Linking the Library

On Windows (with msvc), make sure that gfx.lib is provided as linker input via the Linker->Input->Additional Dependencies project configuration. On Unix systems, make sure to pass -lgfx when compiling your application.

Creating a GPU Device

To start using the graphics layer, create an IDevice object by calling gfxCreateDevice. The IDevice interface is the main entry-point to interact with the graphics layer. It represent GPU device context where all interactions with the GPU take place.

#include "slang-gfx.h"

using namespace gfx;

IDevice* gDevice = nullptr;

void initGfx()
{
    IDevice::Desc deviceDesc = {};
    gfxCreateDevice(deviceDesc, &gDevice);
}

The IDevice::Desc struct passed to gfxCreateDevice defines many configurations on how a device shall be created. Most notably, the deviceType field specifies what underlying graphics API to use. By default, gfxCreateDevice will attempt to use the best API available on current platform. On Windows, the layer will prefer to use D3D12 but will also try to use Vulkan, D3D11, OpenGL in order, in case the former API isn’t available. On Unix systems, it will always default to Vulkan since this is the only API that supports full Graphics capabilities. A user can always specify the deviceType field to force the layer to use a specific API. If the device creation succeeds, gfxCreateDevice will return SLANG_OK(0).

Similar to the Slang API, objects created by the graphics layer also conforms to the COM standard. The user to responsible for calling release method on every object returned to the user by the layer to prevent memory leaks.

Enabling the Debug Layer

The Slang Graphics Layer provides a debug layer that can be enabled to perform additional validations to ensure correctness. To enable the debug layer, simply call gfxEnableDebugLayer before calling gfxCreateDevice.

To receive diagnostic messages, you need to create a class that implements the IDebugCallback interface, and call gfxSetDebugCallback to provide the callback instance to the graphics layer. For example:

struct MyDebugCallback : public IDebugCallback
{
    virtual SLANG_NO_THROW void SLANG_MCALL handleMessage(
        DebugMessageType type,
        DebugMessageSource source,
        const char* message) override
    {
        printf("%s\n", message);
    }
};

MyDebugCallback gCallback;
void initGfx()
{
    gfxEnableDebugLayer();
    gfxSetDebugCallback(&gCallback);

    IDevice::Desc deviceDesc = {};
    gfxCreateDevice(&deviceDesc, &gDevice);
}

Creating a Command Queue

A command queue is where the GPU device takes commands from the application to execute. To create a command queue, call IDevice::createCommandQueue.

ICommandQueue* gQueue = nullptr;

ICommandQueue::Desc queueDesc = {ICommandQueue::QueueType::Graphics};
device->createCommandQueue(queueDesc, &gQueue);

Allocating a Command Buffer

A command buffer is treated as a transient resource by the graphics layer. A transient resource is required by the GPU during execution of a task, and are no longer needed when the execution has completed. Slang graphics layer provides an ITransientResourceHeap object to efficiently manage the life cycle of transient resources. In order to allocate a command buffer, we need to create an ITransientResourceHeap object first by calling IDevice::createTransientResourceHeap.

ITransientResourceHeap* gTransientHeap;

ITransientResourceHeap::Desc transientHeapDesc = {};
transientHeapDesc.constantBufferSize = 4096;
device->createTransientResourceHeap(transientHeapDesc, &gTransientHeap);

With a TransientResourceHeap, we can call createCommandBuffer method to allocate a command buffer:

ICommandBuffer* commandBuffer;
gTransientHeap->createCommandBuffer(&commandBuffer);

A user should regularly call ITransientResourceHeap::synchronizeAndReset to recycle all previously allocated transient resources. A standard practice is to create two TransientResourceHeaps in a double-buffered renderer, and alternate the transient heap on each frame to allocate command buffers and other transient resources. With this setup, the application can call synchronizeAndReset at start of each frame on the corresponding transient resource heap to make sure all transient resources are timely recycled.

Creating Buffer Resource

We need to create the buffer resources used our hello-world shader as input and output. This can be done via IDevice::createBufferResource method. When creating a resource, the user must specify a resource state that the resource will be in by default, as well as all allowed resource states the resource can be in. Resource states in the graphics layer follows the same model of resource states in D3D12, and the user can also assume the same automatic resource promotion/demotion behavior in D3D12.

const int numberCount = 4;
float initialData[] = {0.0f, 1.0f, 2.0f, 3.0f};
IBufferResource::Desc bufferDesc = {};
bufferDesc.sizeInBytes = numberCount * sizeof(float);
bufferDesc.format = Format::Unknown;
bufferDesc.elementSize = sizeof(float);
bufferDesc.defaultState = ResourceState::UnorderedAccess;
bufferDesc.allowedStates = ResourceStateSet(ResourceState::UnorderedAccess,
                                            ResourceState::ShaderResource);
IBufferResource* inputBuffer0;
SLANG_RETURN_ON_FAIL(device->createBufferResource(
    bufferDesc,
    (void*)initialData,
    &inputBuffer0));

Creating a Pipeline State

A pipeline state object encapsulates the shader program to execute on the GPU device, as well as other fix function states for graphics rendering. In this example, we will be compiling and running a simple compute shader written in Slang. To do that we need to create a compute pipeline state from a Slang IComponentType. We refer the reader to the (Slang getting started tutorial)[../user-guide/01-getting-started.html] on how to create a Slang IComponentType from a shader file. The following source creates a Graphics layer IPipelineState object from a shader module represented by a slang::IComponentType object:

void createComputePipelineFromShader(
    IComponentType* slangProgram, 
    IPipelineState*& outPipelineState)
{
    // The `IComponentType` parameter that represents the compute
    // kernel, we can use it to create a `IShaderProgram` object in the graphics
    // layer.
    IShaderProgram* shaderProgram = nullptr;
    IShaderProgram::Desc programDesc = {};
    programDesc.pipelineType = PipelineType::Compute;
    programDesc.slangProgram = slangProgram;
    gDevice->createShaderProgram(programDesc, &shaderProgram);
    
    // Create a compute pipeline state from `shaderProgram`.
    ComputePipelineStateDesc pipelineDesc = {};
    pipelineDesc.program = shaderProgram;
    gDevice->createComputePipelineState(pipelineDesc, &outPipelineState);

    // Since we no longer need to use `shaderProgram` after creating
    // a pipeline state, we should release it to prevent memory leaks.
    shaderProgram->release();
}

Recording Commands to Run a Compute Shader

Now that we have created all the resources and allocated a command buffer, we can start recording commands to set the compute pipeline state, bind shader parameters, and dispatch a kernel launch.

Since we are only using compute commands, we begin the recording by calling ICommandBuffer::encodeComputeCommands. This methods returns a transient IComputeCommandEncoder object for accepting actual compute commands.

IComputeCommandEncoder* encoder = commandBuffer->encodeComputeCommands();

The first command is to bind the pipeline state we created earlier:

IShaderObject* rootObject = encoder->bindPipeline(pipelineState);

Binding a pipeline state yields a transient IShaderObject object. We can use the IShaderObject instance to bind shader parameters. For the hello-world shader, we need to bind three parameters: buffer0, buffer1 and result.

// Create a resource view for buffer0.
IBufferView* buffer0View;
{
    IResourceView::Desc viewDesc = {};
    viewDesc.type = IResourceView::Type::ShaderResource;
    viewDesc.format = Format::Unknown;
    SLANG_RETURN_ON_FAIL(device->createBufferView(inputBuffer0, viewDesc, &buffer0View));
}
// Bind the resource view to shader.
rootObject->setResource(ShaderOffset{0,0,0}, buffer0View);

// Create a resource view for buffer1.
IBufferView* buffer1View;
{
    IResourceView::Desc viewDesc = {};
    viewDesc.type = IResourceView::Type::ShaderResource;
    viewDesc.format = Format::Unknown;
    SLANG_RETURN_ON_FAIL(device->createBufferView(inputBuffer1, viewDesc, &buffer1View));
}
// Bind the resource view to shader.
rootObject->setResource(ShaderOffset{0,1,0}, buffer1View);

// Create a resource view for resultBuffer.
IBufferView* resultView;
{
    IResourceView::Desc viewDesc = {};
    viewDesc.type = IResourceView::Type::UnorderedAccess;
    viewDesc.format = Format::Unknown;
    SLANG_RETURN_ON_FAIL(device->createBufferView(resultBuffer, viewDesc, &resultView));
}
rootObject->setResource(ShaderOffset{0,2,0}, resultView);

Note

Since rootObject is a transient object returned by the command encoder, it is automatically released with the command encoder. Calling release on rootObject is OK but not needed.

After binding all shader parameters, we can now dispatch the kernel:

encoder->dispatchCompute(1, 1, 1);

Note

Command encoders are transient objects managed by a command buffer, it is automatically released with the command buffer. Calling release on rootObject is OK but not needed.

When we are done recording commands, we need to close the command encoder and the command buffer.

encoder->endEncoding();
commandBuffer->close();

Now we are ready to submit the command buffer to the command queue, and wait for the GPU execution to finish.

gQueue->executeCommandBuffer(commandBuffer);
gQueue->wait();

Cleaning Up

At the end of our example, we need to make sure all created objects are released by calling the release method:

commandBuffer->release();
gQueue->release();
gTransientResourceHeap->release();
inputBuffer0->release();
buffer0View->release();
...
gDevice->release();

The order of calls to release does not matter, as long as all objects are released from the user.