diff options
Diffstat (limited to 'tests/compute/interface-shader-param.slang')
| -rw-r--r-- | tests/compute/interface-shader-param.slang | 33 |
1 files changed, 7 insertions, 26 deletions
diff --git a/tests/compute/interface-shader-param.slang b/tests/compute/interface-shader-param.slang index e57ff1bc6..e7c6ceb6a 100644 --- a/tests/compute/interface-shader-param.slang +++ b/tests/compute/interface-shader-param.slang @@ -3,11 +3,11 @@ // Test using interface tops as top-level shader parameters // (whether global, or on an entry point). -//DISABLED_TEST(compute):COMPARE_COMPUTE_EX:-slang -compute +//TEST(compute):COMPARE_COMPUTE_EX:-slang -compute -//DISABLED_TEST(compute):COMPARE_COMPUTE_EX:-slang -compute -dx12 -profile sm_6_0 -use-dxil -//DISABLED_TEST(compute, vulkan):COMPARE_COMPUTE_EX:-vk -compute -//DISABLE_TEST(compute):COMPARE_COMPUTE_EX:-cpu -compute +//TEST(compute):COMPARE_COMPUTE_EX:-slang -compute -dx12 -profile sm_6_0 -use-dxil +//TEST(compute, vulkan):COMPARE_COMPUTE_EX:-vk -compute +//TEST(compute):COMPARE_COMPUTE_EX:-cpu -compute // First we will define some fake interfaces for testing. // Let's pretend we are doing some kind of random number @@ -70,43 +70,27 @@ int test( return modifiedVal; } -// The global-scope parameters for this example include -// some `uniform` parameters, and that will trigger -// the allocation of a global-scope constant buffer to -// hold them. Slang's layout rules mean that the buffer -// will be allocated before any other global-scope parameters. -// -// In this example, the buffer will not be needed after specialization, -// but we need to declare/allocate it here so that the application -// creates a descriptor table/set that matches what the shader -// signature expects. -// -//TEST_INPUT:cbuffer(data=[0], stride=4):name=gStrategy - - - // Now we'll define a shader entry point that will use // these interfaces to define its behavior. // // We'll start with the buffer for writing the test output. -//TEST_INPUT:ubuffer(data=[0 0 0 0], stride=4):out,name=gOutputBuffer +//TEST_INPUT:set gOutputBuffer = out ubuffer(data=[0 0 0 0], stride=4) RWStructuredBuffer<int> gOutputBuffer; // Now we'll define a global shader parameter for the // random number generation strategy. // -//__disabled__TEST_INPUT:object(type=MyStrategy):name=gStrategy +//TEST_INPUT:set gStrategy = new MyStrategy{} uniform IRandomNumberGenerationStrategy gStrategy; // The other parameter (for the modifier) will be attached // the entry point instead, so that we are testing both // cases. // -//__disabled__TEST_INPUT:object(type=MyModifier):name=modifier [numthreads(4, 1, 1)] void computeMain( -//TEST_INPUT:root_constants(data=[0], stride=4): +//TEST_INPUT:set modifier = new MyModifier{} uniform IModifier modifier, uint3 dispatchThreadID : SV_DispatchThreadID) { @@ -150,6 +134,3 @@ struct MyModifier : IModifier return val * 16; } } - -//TEST_INPUT: globalExistentialType MyStrategy -//TEST_INPUT: entryPointExistentialType MyModifier |
