//TEST(smoke,compute):COMPARE_COMPUTE: //TEST_INPUT: cbuffer(data=[0.5 0 0 0], stride=4):dxbinding(0),glbinding(0) //TEST_INPUT: cbuffer(data=[1.0], stride=4):dxbinding(1),glbinding(1) //TEST_INPUT: Texture2D(size=4, content = zero) : dxbinding(0),glbinding(0) //TEST_INPUT: Texture2D(size=4, content = one) : dxbinding(1),glbinding(1) //TEST_INPUT: Sampler : dxbinding(0),glbinding(0,1,2,3,4,5,6) //TEST_INPUT: Sampler : dxbinding(1),glbinding(0,1,2,3,4,5,6) //TEST_INPUT: ubuffer(data=[0], stride=4):dxbinding(0),glbinding(0),out //TEST_INPUT: type Impl /* Testing this scenario: The ProgramLayout before specializeIRForEntryPoint() has no global cbuffer allocated because the program before specialization does not define any global uniform variables. However, after specialization, we find ourselves needing a global constant buffer. The compiler should allocate the next available constant buffer slot (here c1 because c0 is already used by the explicit cbuffer decl `existingBuffer`) for the newly generated global constant buffer. */ RWStructuredBuffer outputBuffer; interface IBase { float compute(); } struct Impl : IBase { float base; // = 1.0 Texture2D tex; SamplerState sampler; float compute() { return tex.SampleLevel(sampler, float2(0.0), 0.0).x + base; } }; // at binding c0: cbuffer existingBuffer { float base0; // = 0.5 } Texture2D tex1; // = 0.0 SamplerState sampler; [numthreads(1, 1, 1)] void computeMain< TImpl : IBase>( uniform ParameterBlock impl, uint3 dispatchThreadID : SV_DispatchThreadID) { uint tid = dispatchThreadID.x; float b0 = tex1.SampleLevel(sampler, float2(0.0), 0.0).x + base0; // = 0.5 float outVal = impl.compute(); // = 2.0 outVal = b0 / outVal; // = 0.25 outputBuffer[tid] = outVal; }