1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
|
// 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<float4 [int(2)] >(0U);
// CHECK2: buffer_0.Store(0U,{{.*}});
// CHECK2: float {{.*}} = (buffer_0).Load<float >(4U);
// CHECK2: float {{.*}} = (buffer_0).Load<float >(8U);
// CHECK2: float {{.*}} = (buffer_0).Load<float >(12U);
// CHECK2: float {{.*}} = (buffer_0).Load<float >(16U);
// CHECK2: float4 {{.*}} = float4({{.*}}, {{.*}}, {{.*}}, {{.*}});
// CHECK2: float4 {{.*}} = (buffer_0).Load<float4 >(20U);
// CHECK2: buffer_0.Store(16U,{{.*}});
// CHECK2: buffer_0.Store(32U,{{.*}});
// CHECK3: OpAccessChain
// CHECK3: OpLoad %v4float
// CHECK3: OpStore
buffer.Store(0, buffer.LoadAligned<Block>(0));
buffer.StoreAligned(16, buffer.LoadAligned<Block>(4, 16));
}
|