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// byte-address-buffer.slang
//TEST(compute):COMPARE_COMPUTE_EX:-cpu -compute -shaderobj
//TEST(compute):COMPARE_COMPUTE_EX:-d3d12 -compute -shaderobj -profile cs_6_0
//TEST(compute, vulkan):COMPARE_COMPUTE_EX:-vk -compute -shaderobj
//TEST_INPUT:ubuffer(data=[0 1 2 3]):name=inputBuffer
RWByteAddressBuffer inputBuffer;
//TEST_INPUT:ubuffer(data=[0 0 0 0 0 0 0 0]):out,name=outputBuffer
RWByteAddressBuffer outputBuffer;
void testInt64(uint val)
{
// Load a 32-bit value from the input buffer
uint tmp = inputBuffer.Load(uint(val * 4));
// Cast to uint64_t
uint64_t tmp64 = uint64_t(tmp) + 1;
// Store the result back as uint64_t
outputBuffer.Store(uint(val * 8), tmp64);
}
[numthreads(4, 1, 1)]
[shader("compute")]
void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID)
{
uint tid = dispatchThreadID.x;
testInt64(tid);
}
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