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| author | Julius Ikkala <julius.ikkala@gmail.com> | 2025-08-21 08:47:18 +0300 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2025-08-21 05:47:18 +0000 |
| commit | 35f8e092f2aa3ed5e3cf03387e712f798ff4850e (patch) | |
| tree | bdafc75e4df90157568758ebf7b8128ecd066f0c /tests/spirv/c-layout-buffer-2.slang | |
| parent | 05f0f5603561daed2c134e13bc64649362759968 (diff) | |
Introduce CDataLayout & -fvk-use-c-layout (#8136)
Closes #8112. ~~The issue asks for a "C layout", but in this PR I use
the term "CPU layout" because this naming was pre-existing in the
codebase as `kCPULayoutRulesImpl_`. The primary purpose of this layout
is to match CPU-side struct definitions with the shader side. I'm open
to better naming suggestions, though.~~
Edit: switched back to using `CDataLayout` & `-fvk-use-c-layout`, as the
CPU target depends on the object layout rules of existing CPU layout
rules, but they're incompatible with actual shaders. So a new
`kCLayoutRulesImpl_` was needed anyway.
---------
Co-authored-by: Ellie Hermaszewska <ellieh@nvidia.com>
Diffstat (limited to 'tests/spirv/c-layout-buffer-2.slang')
| -rw-r--r-- | tests/spirv/c-layout-buffer-2.slang | 57 |
1 files changed, 57 insertions, 0 deletions
diff --git a/tests/spirv/c-layout-buffer-2.slang b/tests/spirv/c-layout-buffer-2.slang new file mode 100644 index 000000000..0d388d095 --- /dev/null +++ b/tests/spirv/c-layout-buffer-2.slang @@ -0,0 +1,57 @@ +//TEST:SIMPLE(filecheck=SPIRV): -stage closesthit -entry chit -target spirv -fvk-use-c-layout +struct RayPayload +{ + float3 color; +}; + +struct A { + int64_t a1; + int32_t a2; +}; + +struct B { + A a; + uint32_t b; +}; + +struct Push { + B *p; +}; + +[[vk::push_constant]] Push push; + +struct C { + int i; + A a; +}; + +struct D { + C c; + int j; +}; + +[[vk::shader_record]] +cbuffer ShaderRecord +{ + D d; +} + +[[shader("closesthit")]] +void chit(inout RayPayload payload : SV_RayPayload, in float2 barys_yz : SV_IntersectionAttributes) { + let barys = float3(1.0 - barys_yz.x - barys_yz.y, barys_yz); + payload.color = barys; + + push.p->b = d.j + d.c.i; +} + +// SPIRV: OpMemberDecorate %A_c 0 Offset 0 +// SPIRV: OpMemberDecorate %A_c 1 Offset 8 +// SPIRV: OpMemberDecorate %C_c 0 Offset 0 +// SPIRV: OpMemberDecorate %C_c 1 Offset 8 +// SPIRV: OpMemberDecorate %D_c 0 Offset 0 +// SPIRV: OpMemberDecorate %D_c 1 Offset 24 +// SPIRV: OpMemberDecorate %B_c 0 Offset 0 +// SPIRV: OpMemberDecorate %B_c 1 Offset 16 + +// SPIRV: %_ptr_PushConstant_Push_c = OpTypePointer PushConstant %Push_c +// SPIRV: %_ptr_ShaderRecordBufferKHR_SLANG_ParameterGroup_ShaderRecord_c = OpTypePointer ShaderRecordBufferKHR %SLANG_ParameterGroup_ShaderRecord_c |
