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authorskallweitNV <64953474+skallweitNV@users.noreply.github.com>2022-12-12 19:25:48 +0100
committerGitHub <noreply@github.com>2022-12-12 10:25:48 -0800
commitc2dc1a86ed2f5e160749fe9f99b70db6c3e4d7a6 (patch)
treeea65b9635d892917a2420688a27c38537c4758be /tools/gfx-unit-test/shader-cache-multiple-entry-points.slang
parent8d359fc6133fa49d2d3b7f8bb4b37916e719c344 (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.slang31
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;
+}