//TEST(compute, vulkan):COMPARE_COMPUTE_EX:-vk -compute -shaderobj -output-using-type //TEST(compute):COMPARE_COMPUTE_EX:-slang -compute -shaderobj -output-using-type //TEST(compute):COMPARE_COMPUTE_EX:-cuda -compute -shaderobj -output-using-type // outputBuffer is defined in IBSDF.slang //TEST_INPUT:ubuffer(data=[0 0 0 0 0 0], stride=4):out,name=outputBuffer import MaterialSystem; import DiffuseMaterial; import DiffuseMaterialInstance; import GlossyMaterial; import GlossyMaterialInstance; //TEST_INPUT: type_conformance DiffuseMaterial:IMaterial = 0 //TEST_INPUT: type_conformance GlossyMaterial:IMaterial = 1 [BackwardDifferentiable] float3 evalBSDF(int type) { float3 wi = normalize(float3(0.5, 0.2, 0.8)); float3 wo = normalize(float3(-0.1, -0.3, 0.9)); IMaterial material = createMaterialClassConformance(type, float3(0.9f, 0.6f, 0.2f)); let mi = material.setupMaterialInstance(); float3 f = mi.eval(wi, wo); return f; } [numthreads(1, 1, 1)] void computeMain(uint3 dispatchThreadID: SV_DispatchThreadID) { __bwd_diff(evalBSDF)(0, float3(1.f)); __bwd_diff(evalBSDF)(1, float3(1.f)); }