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//TEST(compute):HLSL_COMPUTE:-xslang -no-checking
//TEST(compute):COMPARE_COMPUTE:-xslang -use-ir
//TEST(compute):HLSL_COMPUTE:-xslang -no-checking -xslang -use-ir
//TEST_INPUT:ubuffer(data=[0 0 0 0], stride=4):dxbinding(0),glbinding(0),out
//TEST_INPUT:cbuffer(data=[256]):dxbinding(0),glbinding(0)
//TEST_INPUT:ubuffer(data=[0 1 2 3], stride=4):dxbinding(1),glbinding(1)
//TEST_INPUT:cbuffer(data=[65536]):dxbinding(1),glbinding(1)
//TEST_INPUT:cbuffer(data=[4096]):dxbinding(2),glbinding(2)
//TEST_INPUT:ubuffer(data=[16 32 48 64], stride=4):dxbinding(2),glbinding(2)
// Test that we can declare a `ParameterBlock<...>` type as a shader
// parameter (potentially nested inside a `cbuffer`) and use it in
// shader code processed by the "rewriter"
import rewriter_parameter_block;
RWStructuredBuffer<int> outputBuffer : register(u0);
[numthreads(4, 1, 1)]
void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID)
{
uint tid = dispatchThreadID.x;
int inVal = tid;
int outVal = test(gA, inVal) + test(gB, inVal) + extra;
outputBuffer[tid] = outVal;
}
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