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| author | ArielG-NV <159081215+ArielG-NV@users.noreply.github.com> | 2025-08-01 12:36:29 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2025-08-01 19:36:29 +0000 |
| commit | 8a15efb37a33d3c2943be87a19cbf9b5e2e8432b (patch) | |
| tree | 3ee02acbcfc4b53112427ce9febc2aa0d92815ed /tests/language-feature | |
| parent | 6239a67cbeb3c551e08bfbf96044a0451e8ecc24 (diff) | |
Drain sink when single-argument constructor call fail (#7883)
* fix bug
* fix test
* push test changs for clarity
* fix bug
* fix test
* push test changs for clarity
* test what fails
* remove redundant code
Diffstat (limited to 'tests/language-feature')
| -rw-r--r-- | tests/language-feature/pointer-cast-glsl.slang | 28 |
1 files changed, 21 insertions, 7 deletions
diff --git a/tests/language-feature/pointer-cast-glsl.slang b/tests/language-feature/pointer-cast-glsl.slang index 9e51c4328..a9516dae2 100644 --- a/tests/language-feature/pointer-cast-glsl.slang +++ b/tests/language-feature/pointer-cast-glsl.slang @@ -1,14 +1,28 @@ -//TEST:SIMPLE(filecheck=GLSL):-target glsl -entry main +//TEST:SIMPLE(filecheck=GLSL):-target glsl -entry computeMain +//TEST(compute):COMPARE_COMPUTE_EX(filecheck-buffer=BUF):-vk -compute -emit-spirv-via-glsl // Test that pointer casts in GLSL generate constructor-style casts instead of C-style casts // This addresses issue https://github.com/shader-slang/slang/issues/7838 -//GLSL: BufferPointer__S1_2(address_0) +//TEST_INPUT: set address = ubuffer(data=[1 2 3 4 5 6 7 8], stride=4); +uniform uint64_t address; +//TEST_INPUT: set pointer = ubuffer(data=[1 2 3 4 5 6 7 8], stride=4); +uniform int* pointer; +//TEST_INPUT: set outputBuffer = out ubuffer(data=[0 0 0 0 0 0 0 0], stride=4); +RWStructuredBuffer<int> outputBuffer; -[shader("vertex")] -float4 main(uint vertexID : SV_VertexID, uint64_t address) : SV_Position +// Ensure we have a proper GLSL supported ctor call for BDA +//GLSL: BufferPointer__{{[a-zA-Z0-9_]+}}({{[a-zA-Z0-9_]+}}_0) + +// Ensure our GLSL code compiles and runs +//BUF: 2 + +[shader("compute")] +[numthreads(1,1,1)] +void computeMain() : SV_Position { // This should generate BufferPointer(address) instead of (BufferPointer)address in GLSL - let buffer = ConstBufferPointer<float4>(address); - return buffer[vertexID]; -}
\ No newline at end of file + let buffer1 = ConstBufferPointer<int>(address); + let buffer2 = ConstBufferPointer<int>(pointer); + outputBuffer[0] = buffer1[0] + buffer2[0]; +} |
