//TEST:SIMPLE(filecheck=METAL): -target metal -entry computeMain -stage compute //TEST:SIMPLE(filecheck=METALLIB): -target metallib -entry computeMain -stage compute // Metal lacks RWTexture GFX backend support. // Due to this, Metal compute test is disabled //TEST(compute):COMPARE_COMPUTE(filecheck-buffer=BUF): -slang -output-using-type -shaderobj -mtl //TEST(compute):COMPARE_COMPUTE(filecheck-buffer=BUF): -slang -output-using-type -shaderobj -vk //METAL-NOT: error 41402 //METALLIB: @computeMain //TEST_INPUT: RWTexture1D(format=R8G8B8A8_SINT, size=8, content = zero, mipMaps = 1):name outputTexture1D RWTexture1D outputTexture1D; //TEST_INPUT: RWTexture2D(format=R8G8B8A8_SINT, size=8, content = zero, mipMaps = 1):name outputTexture2D RWTexture2D outputTexture2D; //TEST_INPUT: RWTexture3D(format=R8G8B8A8_SINT, size=8, content = zero, mipMaps = 1):name outputTexture3D RWTexture3D outputTexture3D; //TEST_INPUT: RWTexture2D(format=R8G8B8A8_SINT, size=4, content = zero, arrayLength=2, mipMaps = 1):name outputTexture2DArray RWTexture2DArray outputTexture2DArray; //TEST_INPUT:ubuffer(data=[0], stride=4):out,name=outputBuffer RWStructuredBuffer outputBuffer; [numthreads(1,1,1)] void computeMain() { outputTexture1D[0].xz = int2(1, 2).xx; AllMemoryBarrier(); outputTexture1D[1].x = int2(3, 4).y; AllMemoryBarrier(); outputTexture2D[0].xz = int2(1, 2).xx; AllMemoryBarrier(); outputTexture2D[int2(0, 1)].x = int2(3, 4).y; AllMemoryBarrier(); outputTexture3D[0].xz = int2(1, 2).xx; AllMemoryBarrier(); outputTexture3D[int3(0, 0, 1)].x = int2(3, 4).y; AllMemoryBarrier(); outputTexture2DArray[0].xz = int2(1, 2); AllMemoryBarrier(); outputTexture2DArray[int3(0, 0, 1)].xz = int2(3, 4); AllMemoryBarrier(); outputBuffer[0] = uint(true && all(outputTexture1D[0] == int4(1, 0, 1, 0)) == true && all(outputTexture1D[1] == int4(4, 0, 0, 0)) == true && all(outputTexture2D[0] == int4(1, 0, 1, 0)) == true && all(outputTexture2D[int2(0, 1)] == int4(4, 0, 0, 0)) == true && all(outputTexture3D[0] == int4(1, 0, 1, 0)) == true && all(outputTexture3D[int3(0, 0, 1)] == int4(4, 0, 0, 0)) == true && all(outputTexture2DArray[0] == int4(1, 0, 2, 0)) == true && all(outputTexture2DArray[int3(0, 0, 1)] == int4(3, 0, 4, 0)) == true ); } //BUF: 1