// Test using interface typed shader parameters with dynamic dispatch. // TODO: This test has been disabled because it relies on // `ConstantBuffer` which we expect to change // implementation approaches for soon. //DISABLE_TEST(compute):COMPARE_COMPUTE:-dx11 -shaderobj //DISABLE_TEST(compute):COMPARE_COMPUTE:-vk -shaderobj //DISABLE_TEST(compute):COMPARE_COMPUTE:-cpu -xslang -disable-specialization -shaderobj //DISABLE_TEST(compute):COMPARE_COMPUTE:-cuda -xslang -disable-specialization -shaderobj [anyValueSize(8)] interface IInterface { int run(int input); } //TEST_INPUT:ubuffer(data=[0 0 0 0], stride=4):out,name=gOutputBuffer RWStructuredBuffer gOutputBuffer; //TEST_INPUT:cbuffer(data=[rtti(MyImpl) witness(MyImpl, IInterface) 1 0], stride=4):name=gCb ConstantBuffer gCb; [numthreads(4, 1, 1)] void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID) { let tid = dispatchThreadID.x; let inputVal : int = tid; let outputVal = gCb.run(inputVal); gOutputBuffer[tid] = outputVal; } // No type input for dynamic dispatch //TEST_INPUT: globalExistentialType MyImpl // Type must be marked `public` to ensure it is visible in the generated DLL. export struct MyImpl : IInterface { int val; int run(int input) { return input + val; } };