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//TEST:SIMPLE(filecheck=SPV): -target spirv
// SPV: OpDecorate %resourceHeap DescriptorSet 10
// SPV: OpAccessChain {{.*}} %resourceHeap
// SPV: OpImageSample
uniform StructuredBuffer<DescriptorHandle<Sampler2D>> t;
uniform DescriptorHandle<RWStructuredBuffer<float4>> buffer;
[vk::binding(0, 10)]
__DynamicResource<__DynamicResourceKind.General> resourceHeap[];
// A customized function that overrides the default behavior of fetch texture resources.
export T getDescriptorFromHandle<T:IOpaqueDescriptor>(DescriptorHandle<T> handleValue)
{
__target_switch
{
case spirv:
if (T.kind != DescriptorKind.ConstantBuffer && T.kind != DescriptorKind.StorageBuffer)
return resourceHeap[((uint2)handleValue).x].asOpaqueDescriptor<T>();
else
return defaultGetDescriptorFromHandle(handleValue);
default:
return defaultGetDescriptorFromHandle(handleValue);
}
}
[numthreads(1,1,1)]
void computeMain()
{
buffer[0] = t[0]->SampleLevel(float2(0.0), 0.0);
}
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