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Fix D3D12Core.dll loading problem (shader-slang#5315)
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D3D12Core.dll had been copied to a wrong directory and slang has been using D3D12Core.dll from the system directory, C:\windows\system32.

D3D12Core.dll has to be copied from external/slang-binaries/bin/windows-x64 to build/Release/bin/D3D12 not to build/Release/bin.
The same is true for the debug build and it had to be copied to build/Debug/bin/D3D12 not build/Debug/bin.

It hasn't been a problem for Release build, because the debug-layer is not enabled for Release build and it didn't cause the version mismatching problem with D3D12SDKLayers.dll. The Release build was loaded from either build/Release/bin or from C:\windows\system32, and it didn't matter which one was used.

The Debug build, however, got into a problem where D3D12Core.dll was loaded from the system directory whereas D3D12SDKLayers.dll was loaded from build/Debug/bin and it failed to load D3D12.dll entirely. This caused D3D12 to be "Not supported" for "Windows/Debug" configuration. Note that our CI explicitly excludes DX12 tests for the "Windows/Debug" configuration with a command-line argument "-api all-dx12", and DX12 tests were going to be ignored anyway.

The actual problem was observed when WGPU is implemented. WGPU started printing explicit errors for the load failure of D3D12.dll.

See more detailed explanation:
https://devblogs.microsoft.com/directx/gettingstarted-dx12agility/#d3d12sdkpath-should-not-be-the-same-directory-as-the-application-exe

Closes shader-slang#5305
Closes shader-slang#5276
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jkwak-work authored Oct 17, 2024
1 parent 2f7f48a commit ee11a45
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Showing 4 changed files with 14 additions and 9 deletions.
8 changes: 8 additions & 0 deletions CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -487,13 +487,21 @@ endif()

if(SLANG_ENABLE_PREBUILT_BINARIES)
if(CMAKE_SYSTEM_NAME MATCHES "Windows")
# DX Agility SDK requires the D3D12*.DLL files to be placed under a sub-directory, "D3D12".
# https://devblogs.microsoft.com/directx/gettingstarted-dx12agility/#d3d12sdkpath-should-not-be-the-same-directory-as-the-application-exe
file(GLOB prebuilt_binaries "${CMAKE_SOURCE_DIR}/external/slang-binaries/bin/windows-x64/*")
file(GLOB prebuilt_d3d12_binaries "${CMAKE_SOURCE_DIR}/external/slang-binaries/bin/windows-x64/[dD]3[dD]12*")
list(REMOVE_ITEM prebuilt_binaries ${prebuilt_d3d12_binaries})
add_custom_target(
copy-prebuilt-binaries ALL
COMMAND ${CMAKE_COMMAND} -E make_directory ${CMAKE_BINARY_DIR}/$<CONFIG>/${runtime_subdir}
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${prebuilt_binaries}
${CMAKE_BINARY_DIR}/$<CONFIG>/${runtime_subdir}
COMMAND ${CMAKE_COMMAND} -E make_directory ${CMAKE_BINARY_DIR}/$<CONFIG>/${runtime_subdir}/D3D12
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${prebuilt_d3d12_binaries}
${CMAKE_BINARY_DIR}/$<CONFIG>/${runtime_subdir}/D3D12
VERBATIM
)
endif()
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8 changes: 0 additions & 8 deletions source/core/slang-render-api-util.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -267,17 +267,9 @@ static bool _canLoadSharedLibrary(const char* libName)
#if SLANG_WINDOWS_FAMILY
case RenderApiType::Vulkan: return _canLoadSharedLibrary("vulkan-1") || _canLoadSharedLibrary("vk_swiftshader");
case RenderApiType::WebGPU:
#if _DEBUG
// At the moment, some CI issue is preventing tests to run in Debug builds.
// As a work-around in order to allow us to enable tests in Release builds ASSP,
// we skip WebGPU tests in by returning false here.
// https://github.com/shader-slang/slang/issues/5233#issuecomment-2411380030
return false;
#else
return _canLoadSharedLibrary("webgpu_dawn") &&
_canLoadSharedLibrary("dxcompiler") &&
_canLoadSharedLibrary("dxil");
#endif // if SLANG_DEBUG
#elif SLANG_APPLE_FAMILY
case RenderApiType::Vulkan: return true;
case RenderApiType::Metal: return true;
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3 changes: 3 additions & 0 deletions tools/render-test/slang-support.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -122,6 +122,9 @@ void ShaderCompilerUtil::Output::reset()
case SLANG_SOURCE_LANGUAGE_CUDA:
spAddPreprocessorDefine(slangRequest, "__CUDA__", "1");
break;
case SLANG_SOURCE_LANGUAGE_WGSL:
spAddPreprocessorDefine(slangRequest, "__WGSL__", "1");
break;

default:
assert(!"unexpected");
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4 changes: 3 additions & 1 deletion tools/slang-test/slang-test-main.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1132,7 +1132,8 @@ static SlangResult _extractRenderTestRequirements(const CommandLine& cmdLine, Te
break;
case RenderApiType::WebGPU:
target = SLANG_WGSL;
SLANG_ASSERT(!usePassthru);
nativeLanguage = SLANG_SOURCE_LANGUAGE_WGSL;
passThru = SLANG_PASS_THROUGH_TINT;
break;
}

Expand Down Expand Up @@ -4661,6 +4662,7 @@ SlangResult innerMain(int argc, char** argv)
for (auto& test : context.failedFileTests)
{
FileTestInfoImpl* fileTestInfo = static_cast<FileTestInfoImpl*>(test.Ptr());
TestReporter::SuiteScope suiteScope(&reporter, "tests");
TestReporter::TestScope scope(&reporter, fileTestInfo->testName);
reporter.addResult(TestResult::Fail);
}
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