diff options
| author | Mukund Keshava <mkeshava@nvidia.com> | 2025-04-30 17:50:50 +0530 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2025-04-30 12:20:50 +0000 |
| commit | 54acb11b1c8b6af2504ff3a3e0f56ca8baba4753 (patch) | |
| tree | 6e4fd3548b2fcbd3a127ea6cef32fb037fa1d902 /tests | |
| parent | b0e150511a6a536c8ad9e74910b30ae179a10ec9 (diff) | |
cuda: Improve entry handling for SV_DispatchThreadID (#6925)
* cuda: Improve entry handling for SV_DispatchThreadID
Fixes #6780
This commit improves CUDA entry point handling by extracting appropriate
components from DispatchThreadID based on parameter type. It now
properly handles uint scalar (x component only) and uint2 vector (x,y
components) instead of always using the full uint3 value.
Add a new test case to check for this.
* format code
* fix CI failure
* Handle review comments
---------
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
Co-authored-by: Ellie Hermaszewska <ellieh@nvidia.com>
Diffstat (limited to 'tests')
| -rw-r--r-- | tests/cuda/dispatch-thread-id-extraction.slang | 48 |
1 files changed, 48 insertions, 0 deletions
diff --git a/tests/cuda/dispatch-thread-id-extraction.slang b/tests/cuda/dispatch-thread-id-extraction.slang new file mode 100644 index 000000000..5fc3c89a6 --- /dev/null +++ b/tests/cuda/dispatch-thread-id-extraction.slang @@ -0,0 +1,48 @@ +//TEST:SIMPLE(filecheck=CHECK): -target cuda -line-directive-mode none + +// This test verifies that DispatchThreadID parameter of different types +// correctly extracts components from the underlying uint3 value in CUDA. + +//TEST_INPUT: ubuffer(data=[0 0 0 0 0 0 0], stride=4):out,name cudaOutputBuffer +RWStructuredBuffer<float> cudaOutputBuffer; + +[shader("compute")] +[numthreads(1, 1, 1)] +void computeMain(uint tid: SV_DispatchThreadID, StructuredBuffer<uint> src, RWStructuredBuffer<uint> dst) +{ + dst[tid.x] = src[tid.x]; +} +// CHECK: uint _S1 = (blockIdx * blockDim + threadIdx).x; + +[shader("compute")] +[numthreads(1, 1, 1)] +void computeMain2(uint2 tid: SV_DispatchThreadID, StructuredBuffer<uint> src, RWStructuredBuffer<uint> dst) +{ + dst[tid.x] = src[tid.y]; +} +// CHECK: uint2 _S2 = uint2 {(blockIdx * blockDim + threadIdx).x, (blockIdx * blockDim + threadIdx).y}; + +[shader("compute")] +[numthreads(1, 1, 1)] +void computeMain3(int2 tid: SV_DispatchThreadID, StructuredBuffer<uint> src, RWStructuredBuffer<uint> dst) +{ + dst[tid.x] = src[tid.x]; +} +// CHECK: int _S3 = (slang_bit_cast<int2 >(uint2 {(blockIdx * blockDim + threadIdx).x, (blockIdx * blockDim + threadIdx).y})).x; + + +[shader("compute")] +[numthreads(1, 1, 1)] +void computeMain4(int tid: SV_DispatchThreadID, StructuredBuffer<uint> src, RWStructuredBuffer<uint> dst) +{ + dst[tid.x] = src[tid.x]; +} +// CHECK: int _S4 = (slang_bit_cast<int>((blockIdx * blockDim + threadIdx).x)); + +[shader("compute")] +[numthreads(1, 1, 1)] +void computeMain5(int tid: SV_GroupIndex, StructuredBuffer<uint> src, RWStructuredBuffer<uint> dst) +{ + dst[tid.x] = src[tid.x]; +} +// CHECK: int _S5 = (slang_bit_cast<int>((threadIdx.z * blockDim.y + threadIdx.y) * blockDim.x + threadIdx.x));
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