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authorArielG-NV <159081215+ArielG-NV@users.noreply.github.com>2025-08-01 12:36:29 -0700
committerGitHub <noreply@github.com>2025-08-01 19:36:29 +0000
commit8a15efb37a33d3c2943be87a19cbf9b5e2e8432b (patch)
tree3ee02acbcfc4b53112427ce9febc2aa0d92815ed /tests/language-feature
parent6239a67cbeb3c551e08bfbf96044a0451e8ecc24 (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.slang28
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];
+}