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// Test that Buffer<T> maps to texture_buffer<uint, access::read> in Metal
//TEST:SIMPLE(filecheck=METAL): -stage compute -entry computeMain -target metal
// METAL: texture_buffer<uint, access::read> inputBuffer_{{.*}}
Buffer<uint> inputBuffer;
RWStructuredBuffer<uint> outputBuffer;
[numthreads(4, 1, 1)]
void computeMain(uint3 dtid : SV_DispatchThreadID)
{
uint idx = dtid.x;
// Load values from the buffer to verify correct access
outputBuffer[idx] = inputBuffer.Load(idx);
}
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