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authorjsmall-nvidia <jsmall@nvidia.com>2023-07-18 18:45:38 -0400
committerGitHub <noreply@github.com>2023-07-18 15:45:38 -0700
commit1fe5e83f3dcc8ef0efa2dd083ebdfab5d0f101a9 (patch)
tree9ea88993d0b1f5cad76c21ae3a60ed561bdc3c83 /examples/nv-aftermath-example/shaders.slang
parent4cb3eeb832b5fb29a61f2934b3daa5e42a3d6cde (diff)
nsight Aftermath crash example (#2984)
* Small fixes and improvements around reflection tool. * Make PrettyWriter printing a class. * Aftermath crash demo WIP. * Enable aftermath in test project. * Setting failCount. * Dumping out of source maps. * Improve comments. Simplify handling of compile products. * Other small fixes to aftermath example. * Added Emit SourceLocType. Track sourcemap association meaning. Improved documentation. * Small improvements. * Capture debug information for D3D11/D3D12/Vulkan. * Enable debug info. * Small improvements. * Improve aftermath example README.md.
Diffstat (limited to 'examples/nv-aftermath-example/shaders.slang')
-rw-r--r--examples/nv-aftermath-example/shaders.slang81
1 files changed, 81 insertions, 0 deletions
diff --git a/examples/nv-aftermath-example/shaders.slang b/examples/nv-aftermath-example/shaders.slang
new file mode 100644
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+++ b/examples/nv-aftermath-example/shaders.slang
@@ -0,0 +1,81 @@
+// This shader is purposefully designed to be so slow it will cause a GPU timeout/crash.
+
+// Uniform data to be passed from application -> shader.
+cbuffer Uniforms
+{
+ float4x4 modelViewProjection;
+
+ // We want to make things fail so we can get an aftermath capture,
+ // so lets have a count that makes things really slow.
+ int failCount;
+}
+
+// Per-vertex attributes to be assembled from bound vertex buffers.
+struct AssembledVertex
+{
+ float3 position : POSITION;
+ float3 color : COLOR;
+};
+
+// Output of the vertex shader, and input to the fragment shader.
+struct CoarseVertex
+{
+ float3 color;
+};
+
+// Output of the fragment shader
+struct Fragment
+{
+ float4 color;
+};
+
+// Vertex Shader
+
+struct VertexStageOutput
+{
+ CoarseVertex coarseVertex : CoarseVertex;
+ float4 sv_position : SV_Position;
+};
+
+[shader("vertex")]
+VertexStageOutput vertexMain(
+ AssembledVertex assembledVertex)
+{
+ VertexStageOutput output;
+
+ float3 position = assembledVertex.position;
+ float3 color = assembledVertex.color;
+
+ output.coarseVertex.color = color;
+ output.sv_position = mul(modelViewProjection, float4(position, 1.0));
+
+ return output;
+}
+
+// Fragment Shader
+
+[shader("fragment")]
+float4 fragmentMain(
+ CoarseVertex coarseVertex : CoarseVertex) : SV_Target
+{
+ float3 color = coarseVertex.color;
+
+ float factor = 0.0f;
+
+ // Waste lots of cycles
+ for (int i = 0; i < failCount; ++i)
+ {
+ factor += 1.0e-20 * sin(float(i & 0xffff));
+ factor += 1.0e-21 * cos(float(i & 0xfff) + 1.0);
+ factor += 1.0e-8f * tan(float(i & 0xfffff));
+ }
+
+ factor = abs(factor);
+
+ while (factor < 0.25)
+ {
+ factor += factor;
+ }
+
+ return float4(color, 1.0) * factor;
+}