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-rw-r--r--tests/compute/interface-shader-param3.slang37
-rw-r--r--tests/compute/interface-shader-param4.slang132
-rw-r--r--tests/compute/interface-shader-param4.slang.expected.txt4
3 files changed, 157 insertions, 16 deletions
diff --git a/tests/compute/interface-shader-param3.slang b/tests/compute/interface-shader-param3.slang
index 3a9debaa0..3c8b24be1 100644
--- a/tests/compute/interface-shader-param3.slang
+++ b/tests/compute/interface-shader-param3.slang
@@ -4,20 +4,6 @@
// interface types at more complicated places in the overall layout.
//
-// NOTE TO SELF:
-//
-// First issue is that the constant buffer layouts aren't being
-// computed correctly for `gStrategy` (even in the previous test),
-// so that it doesn't get a `b` register bound.
-//
-// Second issue is that the type legalization logic is now overzealous,
-// and moves the `modifier` member of the entry-point constant buffer
-// out to global scope, when it should allocate it inside the constant
-// buffer.
-//
-
-
-
//TEST(compute):COMPARE_COMPUTE_EX:-slang -compute
//TEST(compute):COMPARE_COMPUTE_EX:-slang -compute -dx12
//TEST(compute, vulkan):COMPARE_COMPUTE_EX:-vk -compute
@@ -59,7 +45,15 @@ int test(
//TEST_INPUT:ubuffer(data=[0 0 0 0], stride=4):dxbinding(0),glbinding(0),out
RWStructuredBuffer<int> gOutputBuffer;
-//TEST_INPUT:cbuffer(data=[1 0 0 0], stride=4):dxbinding(0),glbinding(1)
+// Note: while we declare `gStrategy` here, there is no matching
+// line providing input data at this point. That is partly to
+// work around an apparent bug in the test runner, but it is also
+// to reflect the fact that this declaration does not cause a
+// constant buffer binding to be allocated, because just from
+// the declaration of `gStrategy` we cannot tell whether a
+// constant buffer binding is even needed (there might be no
+// uniform/ordinary data).
+//
ConstantBuffer<IRandomNumberGenerationStrategy> gStrategy;
[numthreads(4, 1, 1)]
@@ -87,7 +81,7 @@ void computeMain(
//
// Here's the incantation to make the test runner fill in the constant buffer:
//
-//TEST_INPUT:cbuffer(data=[256 0 0 0 16 0 0 0], stride=4):dxbinding(1),glbinding(2)
+//TEST_INPUT:cbuffer(data=[256 0 0 0 16 0 0 0], stride=4):dxbinding(0),glbinding(1)
//
// So, the value `256` will be used for `extra` and the value `16`
// will be written to the first four bytes of the concrete value
@@ -142,3 +136,14 @@ struct MyModifier : IModifier
//TEST_INPUT: globalExistentialType MyStrategy
//TEST_INPUT: entryPointExistentialType MyModifier
+
+// Once the concrete types are plugged in, the compiler can
+// see that `gStrategy` needs a constant buffer register/binding.
+// It will alocate the location for `gStrategy` after all other
+// shader parameters, to ensure that different specializations
+// of the same shader will agree on the locations for all the
+// non-interface-type parameters.
+//
+//TEST_INPUT:cbuffer(data=[1 0 0 0], stride=4):dxbinding(1),glbinding(2)
+
+
diff --git a/tests/compute/interface-shader-param4.slang b/tests/compute/interface-shader-param4.slang
new file mode 100644
index 000000000..07c6951e0
--- /dev/null
+++ b/tests/compute/interface-shader-param4.slang
@@ -0,0 +1,132 @@
+// interface-shader-param3.slang
+
+// This test builds on `interface-shader-param3.slang` by putting
+// resources into the concrete types that satisfy interface-type
+// shader parameters.
+//
+
+//TEST(compute):COMPARE_COMPUTE_EX:-slang -compute
+//TEST(compute):COMPARE_COMPUTE_EX:-slang -compute -dx12
+//TEST(compute, vulkan):COMPARE_COMPUTE_EX:-vk -compute
+
+// A lot of the setup is the same as for `interface-shader-param`,
+// so look there if you want the comments.
+
+interface IRandomNumberGenerator
+{
+ [mutating]
+ int randomInt();
+}
+
+interface IRandomNumberGenerationStrategy
+{
+ associatedtype Generator : IRandomNumberGenerator;
+ Generator makeGenerator(int seed);
+}
+
+interface IModifier
+{
+ int modify(int val);
+}
+
+int test(
+ int seed,
+ IRandomNumberGenerationStrategy inStrategy,
+ IModifier modifier)
+{
+ let strategy = inStrategy;
+ var generator = strategy.makeGenerator(seed);
+ let unused = generator.randomInt();
+ let val = generator.randomInt();
+ let modifiedVal = modifier.modify(val);
+ return modifiedVal;
+}
+
+
+//TEST_INPUT:ubuffer(data=[0 0 0 0], stride=4):dxbinding(0),glbinding(0),out
+RWStructuredBuffer<int> gOutputBuffer;
+
+ConstantBuffer<IRandomNumberGenerationStrategy> gStrategy;
+
+[numthreads(4, 1, 1)]
+void computeMain(
+
+// Similarly to the previous test, we are declaring two `uniform`
+// paameters on the entry point, where one will be plugged in
+// with a concrete type, and thus get laid out second.
+//
+ uniform IModifier modifier,
+ uniform int extra,
+//
+// The uniform/ordinary data for these two parameters will end
+// up in the constant buffers, so let's declare that. Unlike
+// the previous test, the concrete type plugged in for `modifier`
+// has no uniform/ordinary data, so we don't need to fill it in.
+//
+//TEST_INPUT:cbuffer(data=[256]):dxbinding(0),glbinding(2)
+
+ uint3 dispatchThreadID : SV_DispatchThreadID)
+{
+ let tid = dispatchThreadID.x;
+
+ let inputVal : int = tid;
+ let outputVal = test(inputVal, gStrategy, modifier)
+ + extra*extra;
+
+ gOutputBuffer[tid] = outputVal;
+}
+
+// Okay, now we get to the part that is unique starting
+// in this test: we add data to the concrete types
+// that we will use as parameters.
+
+struct MyStrategy : IRandomNumberGenerationStrategy
+{
+ RWStructuredBuffer<int> globalSeeds;
+
+ struct Generator : IRandomNumberGenerator
+ {
+ int state;
+
+ [mutating]
+ int randomInt()
+ {
+ return state++;
+ }
+ }
+
+ Generator makeGenerator(int seed)
+ {
+ Generator generator = { globalSeeds[seed] };
+ return generator;
+ }
+}
+
+struct MyModifier : IModifier
+{
+ RWStructuredBuffer<int> localModifiers;
+
+ int modify(int val)
+ {
+ return val ^ localModifiers[val & 3];
+ }
+}
+
+//TEST_INPUT: globalExistentialType MyStrategy
+//TEST_INPUT: entryPointExistentialType MyModifier
+
+// The concrete types we plug in for `gStrategy` and `modifier`
+// have buffer resources in them, so we need to assign them
+// data. The registers/bindings for these parameters will
+// always come after all other shader parameters, and their
+// relative order will match the relative order of their
+// declarations in the global order that Slang uses for
+// assigning bindings (all globals before all entry point parameters).
+//
+// Here's the data for `gStrategy`:
+//
+//TEST_INPUT:ubuffer(data=[1 2 4 8], stride=4):dxbinding(1),glbinding(1)
+//
+// Here's the data for `modifier`:
+//
+//TEST_INPUT:ubuffer(data=[16 32 64 128], stride=4):dxbinding(2),glbinding(3)
diff --git a/tests/compute/interface-shader-param4.slang.expected.txt b/tests/compute/interface-shader-param4.slang.expected.txt
new file mode 100644
index 000000000..e962124e1
--- /dev/null
+++ b/tests/compute/interface-shader-param4.slang.expected.txt
@@ -0,0 +1,4 @@
+10042
+10083
+10025
+10029