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| author | skallweitNV <64953474+skallweitNV@users.noreply.github.com> | 2022-12-12 19:25:48 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-12-12 10:25:48 -0800 |
| commit | c2dc1a86ed2f5e160749fe9f99b70db6c3e4d7a6 (patch) | |
| tree | ea65b9635d892917a2420688a27c38537c4758be /tools/gfx-unit-test/shader-cache-multiple-entry-points.slang | |
| parent | 8d359fc6133fa49d2d3b7f8bb4b37916e719c344 (diff) | |
Refactor shader cache (#2558)
* Fix a bug in Path::find
* Fix code formatting
* Fix LockFile and add LockFileGuard
* Add PersistentCache and unit test
* Replace file path dependency list with source file dependency list
* Add note on ordering in Module/FileDependencyList
* Remove old shader cache code
* Refactor shader cache implementation
* Temporarily skip unit tests reading/writing files
* Fix warning
* Reenable lock file test
* Rename shader cache tests and disable crashing test
* Testing
* Stop using Path::getCanonical
* Fix persistent cache lock and test
* Fix threading issues
* Move adding file dependency hashes to getEntryPointHash()
* Fix handling of #include files
* Allow specifying additional search paths for gfx testing device
* Work on shader cache tests
* Update project files
* Revive shader cache graphics tests
* Split graphics pipeline test
* Fix compilation
Diffstat (limited to 'tools/gfx-unit-test/shader-cache-multiple-entry-points.slang')
| -rw-r--r-- | tools/gfx-unit-test/shader-cache-multiple-entry-points.slang | 31 |
1 files changed, 31 insertions, 0 deletions
diff --git a/tools/gfx-unit-test/shader-cache-multiple-entry-points.slang b/tools/gfx-unit-test/shader-cache-multiple-entry-points.slang new file mode 100644 index 000000000..a0015b83c --- /dev/null +++ b/tools/gfx-unit-test/shader-cache-multiple-entry-points.slang @@ -0,0 +1,31 @@ +// shader-cache-multiple-entry-points.slang + +[shader("compute")] +[numthreads(4, 1, 1)] +void computeA( + uint3 sv_dispatchThreadID: SV_DispatchThreadID, + uniform RWStructuredBuffer<float> buffer) +{ + var input = buffer[sv_dispatchThreadID.x]; + buffer[sv_dispatchThreadID.x] = input + 1.0f; +} + +[shader("compute")] +[numthreads(4, 1, 1)] +void computeB( + uint3 sv_dispatchThreadID: SV_DispatchThreadID, + uniform RWStructuredBuffer<float> buffer) +{ + var input = buffer[sv_dispatchThreadID.x]; + buffer[sv_dispatchThreadID.x] = input + 2.0f; +} + +[shader("compute")] +[numthreads(4, 1, 1)] +void computeC( + uint3 sv_dispatchThreadID: SV_DispatchThreadID, + uniform RWStructuredBuffer<float> buffer) +{ + var input = buffer[sv_dispatchThreadID.x]; + buffer[sv_dispatchThreadID.x] = input + 3.0f; +} |
