// byte-address-buffer-array.slang //TEST(compute, vulkan):COMPARE_COMPUTE_EX(filecheck-buffer=CHECK):-slang -compute -d3d12 -profile cs_6_0 -shaderobj -output-using-type //TEST(compute, vulkan):COMPARE_COMPUTE_EX(filecheck-buffer=CHECK):-slang -compute -cuda -profile cs_6_0 -shaderobj -output-using-type //TEST(compute, vulkan):COMPARE_COMPUTE_EX(filecheck-buffer=CHECK):-slang -compute -vk -shaderobj -output-using-type //TEST:SIMPLE(filecheck=CHECK2):-target hlsl -entry computeMain -stage compute //TEST:SIMPLE(filecheck=CHECK3):-target spirv -entry computeMain -stage compute //TEST:SIMPLE(filecheck=CHECK3):-target spirv -emit-spirv-directly -entry computeMain -stage compute // Confirm compilation of `(RW)ByteAddressBuffer` with aligned load / stores to wider data types. //TEST_INPUT:ubuffer(data=[0 0 0 0], stride=4):out,name=buffer RWByteAddressBuffer buffer; struct Block { float4 val[2]; }; [shader("compute")] [numthreads(1,1,1)] void computeMain(uint3 threadId : SV_DispatchThreadID) { // CHECK-NOT: warning // CHECK2: float4 {{.*}}[int(2)] = (buffer_0).Load(0U); // CHECK2: buffer_0.Store(0U,{{.*}}); // CHECK2: float {{.*}} = (buffer_0).Load(4U); // CHECK2: float {{.*}} = (buffer_0).Load(8U); // CHECK2: float {{.*}} = (buffer_0).Load(12U); // CHECK2: float {{.*}} = (buffer_0).Load(16U); // CHECK2: float4 {{.*}} = float4({{.*}}, {{.*}}, {{.*}}, {{.*}}); // CHECK2: float4 {{.*}} = (buffer_0).Load(20U); // CHECK2: buffer_0.Store(16U,{{.*}}); // CHECK2: buffer_0.Store(32U,{{.*}}); // CHECK3: OpAccessChain // CHECK3: OpLoad %v4float // CHECK3: OpStore buffer.Store(0, buffer.LoadAligned(0)); buffer.StoreAligned(16, buffer.LoadAligned(4, 16)); }