From a5dfa5cd2bfa11fb3d9e84877f8dead1815e9077 Mon Sep 17 00:00:00 2001 From: Tim Foley Date: Tue, 7 Nov 2017 16:47:36 -0800 Subject: IR: add support for `discard` statement (#261) - Add definition of `discard` instruction - A `discard` is a terminator instruction, just like `returnVoid` - Lower `DiscardStmt` in AST to a `discard` instruction in the IR - Emit `discard` instruction as a `discard;` statement when emitting HLSL/GLSL - Add a test case using the "graphics compute" mode that tests discard. The test writes to one entry in a UAV before doing a conditional (always true at runtime) discard, and then writes to another entry; we expect to see the results of the first write, but not the second. --- tests/compute/discard-stmt.slang | 91 +++++++++++++++++++++++++++ tests/compute/discard-stmt.slang.expected.txt | 2 + 2 files changed, 93 insertions(+) create mode 100644 tests/compute/discard-stmt.slang create mode 100644 tests/compute/discard-stmt.slang.expected.txt (limited to 'tests/compute') diff --git a/tests/compute/discard-stmt.slang b/tests/compute/discard-stmt.slang new file mode 100644 index 000000000..18ffc39e2 --- /dev/null +++ b/tests/compute/discard-stmt.slang @@ -0,0 +1,91 @@ +//TEST(compute):COMPARE_RENDER_COMPUTE: +//TEST_INPUT: Texture2D(size=4, content = one) : dxbinding(0),glbinding(0) +//TEST_INPUT: Sampler : dxbinding(0),glbinding(0) +//TEST_INPUT: ubuffer(data=[0 0], stride=4):dxbinding(1),glbinding(0),out + + +Texture2D tex; +SamplerState samp; +RWStructuredBuffer outputBuffer; + +cbuffer Uniforms +{ + float4x4 modelViewProjection; +} + +struct AssembledVertex +{ + float3 position; + float3 color; + float2 uv; +}; + +struct CoarseVertex +{ + float3 color; + float2 uv; +}; + +struct Fragment +{ + float4 color; +}; + + +// Vertex Shader + +struct VertexStageInput +{ + AssembledVertex assembledVertex : A; +}; + +struct VertexStageOutput +{ + CoarseVertex coarseVertex : CoarseVertex; + float4 sv_position : SV_Position; +}; + +VertexStageOutput vertexMain(VertexStageInput input) +{ + VertexStageOutput output; + + float3 position = input.assembledVertex.position; + float3 color = input.assembledVertex.color; + + output.coarseVertex.color = color; + output.sv_position = mul(modelViewProjection, float4(position, 1.0)); + output.coarseVertex.uv = input.assembledVertex.uv; + return output; +} + +// Fragment Shader + +struct FragmentStageInput +{ + CoarseVertex coarseVertex : CoarseVertex; +}; + +struct FragmentStageOutput +{ + Fragment fragment : SV_Target; +}; + +FragmentStageOutput fragmentMain(FragmentStageInput input) +{ + FragmentStageOutput output; + + float3 color = input.coarseVertex.color; + float2 uv = input.coarseVertex.uv; + output.fragment.color = float4(color, 1.0); + + float4 val = float4(color, 1.0); + val = val - 16*tex.Sample(samp, uv); + + outputBuffer[0] = 1; + + if(val.x < 0) + discard; + + outputBuffer[1] = 1; + return output; +} \ No newline at end of file diff --git a/tests/compute/discard-stmt.slang.expected.txt b/tests/compute/discard-stmt.slang.expected.txt new file mode 100644 index 000000000..e0e43c4e8 --- /dev/null +++ b/tests/compute/discard-stmt.slang.expected.txt @@ -0,0 +1,2 @@ +3F800000 +0 -- cgit v1.2.3