#include #include #include #include #define HLSL_SOURCE(...) #__VA_ARGS__ void DebugCallBack(PulseDebugMessageSeverity severity, const char* message) { if(severity == PULSE_DEBUG_MESSAGE_SEVERITY_ERROR) { fprintf(stderr, "Pulse Error: %s\n", message); exit(1); } else if(severity == PULSE_DEBUG_MESSAGE_SEVERITY_WARNING) fprintf(stderr, "Pulse Warning: %s\n", message); else printf("Pulse: %s\n", message); } #define BUFFER_SIZE (256 * sizeof(uint32_t)) const char* hlsl_source = HLSL_SOURCE( RWBuffer ssbo : register(u0); [numthreads(16, 16, 1)] void CSMain(uint3 grid : SV_DispatchThreadID) { ssbo[grid.x * grid.y] = (int)(grid.x * grid.y); } ); int main(void) { PulseFlags shader_format; #ifdef PULSE_D3D11_COMPILER_UNAVAILABLE shader_format = PULSE_SHADER_FORMAT_DXBC_BIT; #else shader_format = PULSE_SHADER_FORMAT_HLSL_BIT; #endif PulseBackend backend = PulseLoadBackend(PULSE_BACKEND_D3D11, shader_format, PULSE_HIGH_DEBUG); PulseSetDebugCallback(backend, DebugCallBack); PulseDevice device = PulseCreateDevice(backend, NULL, 0); PulseBufferCreateInfo buffer_create_info = { 0 }; buffer_create_info.size = BUFFER_SIZE; buffer_create_info.usage = PULSE_BUFFER_USAGE_STORAGE_READ | PULSE_BUFFER_USAGE_STORAGE_WRITE | PULSE_BUFFER_USAGE_TRANSFER_DOWNLOAD; PulseBuffer buffer = PulseCreateBuffer(device, &buffer_create_info); // GPU computations { PulseComputePipelineCreateInfo info = { 0 }; #ifdef PULSE_D3D11_COMPILER_UNAVAILABLE const uint8_t shader_bytecode[] = { #include "shader.cso.h" }; info.code_size = sizeof(shader_bytecode); info.code = shader_bytecode; #else info.code_size = strlen(hlsl_source); info.code = (const uint8_t*)hlsl_source; #endif info.entrypoint = "CSMain"; info.format = shader_format; info.num_readwrite_storage_buffers = 1; PulseComputePipeline pipeline = PulseCreateComputePipeline(device, &info); PulseFence fence = PulseCreateFence(device); PulseCommandList cmd = PulseRequestCommandList(device, PULSE_COMMAND_LIST_GENERAL); PulseComputePass pass = PulseBeginComputePass(cmd); PulseBindStorageBuffers(pass, &buffer, 1); PulseBindComputePipeline(pass, pipeline); PulseDispatchComputations(pass, 16, 1, 1); PulseEndComputePass(pass); PulseSubmitCommandList(device, cmd, fence); PulseWaitForFences(device, &fence, 1, true); PulseReleaseCommandList(device, cmd); PulseDestroyFence(device, fence); PulseDestroyComputePipeline(device, pipeline); } // Get result and read it on CPU { PulseBufferCreateInfo staging_buffer_create_info = { 0 }; staging_buffer_create_info.size = BUFFER_SIZE; staging_buffer_create_info.usage = PULSE_BUFFER_USAGE_TRANSFER_UPLOAD | PULSE_BUFFER_USAGE_TRANSFER_DOWNLOAD; PulseBuffer staging_buffer = PulseCreateBuffer(device, &staging_buffer_create_info); PulseFence fence = PulseCreateFence(device); PulseCommandList cmd = PulseRequestCommandList(device, PULSE_COMMAND_LIST_TRANSFER_ONLY); PulseBufferRegion src_region = { 0 }; src_region.buffer = buffer; src_region.size = BUFFER_SIZE; PulseBufferRegion dst_region = { 0 }; dst_region.buffer = staging_buffer; dst_region.size = BUFFER_SIZE; PulseCopyBufferToBuffer(cmd, &src_region, &dst_region); PulseSubmitCommandList(device, cmd, fence); PulseWaitForFences(device, &fence, 1, true); void* ptr; PulseMapBuffer(staging_buffer, PULSE_MAP_READ, &ptr); for(uint32_t i = 0; i < BUFFER_SIZE / sizeof(uint32_t); i++) printf("%d, ", ((int32_t*)ptr)[i]); puts(""); PulseUnmapBuffer(staging_buffer); PulseDestroyBuffer(device, staging_buffer); PulseReleaseCommandList(device, cmd); PulseDestroyFence(device, fence); } PulseDestroyBuffer(device, buffer); PulseDestroyDevice(device); PulseUnloadBackend(backend); puts("Successfully executed Pulse example using D3D11 !"); return 0; }