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|
#define _CRT_SECURE_NO_WARNINGS 1
#include "cpu-compute-util.h"
#include "../../slang-com-helper.h"
#include "../../source/core/slang-std-writers.h"
#include "../../source/core/slang-token-reader.h"
#include "bind-location.h"
#define SLANG_PRELUDE_NAMESPACE CPPPrelude
#include "../../prelude/slang-cpp-types.h"
namespace renderer_test {
using namespace Slang;
template <int COUNT>
struct ValueTexture : public CPUComputeUtil::Resource, public CPPPrelude::ITexture
{
// ITexture interface
virtual void Load(const int32_t* loc, void* out) SLANG_OVERRIDE
{
_set(out);
}
virtual void Sample(CPPPrelude::SamplerState samplerState, const float* loc, void* out) SLANG_OVERRIDE
{
_set(out);
}
virtual void SampleLevel(CPPPrelude::SamplerState samplerState, const float* loc, float level, void* out) SLANG_OVERRIDE
{
_set(out);
}
ValueTexture(float value) :
m_value(value)
{
m_interface = static_cast<CPPPrelude::ITexture*>(this);
}
void _set(void* out)
{
float* dst = (float*)out;
for (int i = 0; i < COUNT; ++i)
{
dst[i] = m_value;
}
}
float m_value;
};
class FloatTextureData
{
public:
FloatTextureData() {}
FloatTextureData(int elementCount, int dimCount, const uint32_t* dims)
{
init(elementCount, dimCount, dims);
}
void init(int elementCount, int dimCount, const uint32_t* dims)
{
SLANG_ASSERT(elementCount >= 1 && elementCount <= 4);
SLANG_ASSERT(dimCount >= 1 && dimCount < 4);
Index totalSize = 1;
for (Index i = 0; i < Index(dimCount); ++i)
{
m_dims[i] = (dims[i] <= 0) ? 1 : dims[i];
totalSize *= m_dims[i];
}
m_dimCount = uint8_t(dimCount);
m_elementCount = uint8_t(elementCount);
// Set the array to hold the total capacity needed
m_values.setCount(totalSize);
}
void setValue(float value)
{
const Index count = m_values.getCount();
float* dst = m_values.getBuffer();
for (Index i = 0; i < count; ++i)
{
dst[i] = value;
}
}
void setAt(const uint32_t* location, const float* value)
{
const Index index = _getIndex(location);
float* dst = &m_values[index];
switch (m_elementCount)
{
case 1: dst[0] = value[0]; break;
case 2: dst[0] = value[0]; dst[1] = value[1]; break;
case 3: dst[0] = value[0]; dst[1] = value[1]; dst[2] = value[2]; break;
case 4: dst[0] = value[0]; dst[1] = value[1]; dst[2] = value[2]; dst[3] = value[3]; break;
}
}
float* getAt(const uint32_t* location)
{
const Index index = _getIndex(location);
return &m_values[index];
}
void getAt(const uint32_t* location, float* dst)
{
const Index index = _getIndex(location);
float* value = &m_values[index];
switch (m_elementCount)
{
case 1: dst[0] = value[0]; break;
case 2: dst[0] = value[0]; dst[1] = value[1]; break;
case 3: dst[0] = value[0]; dst[1] = value[1]; dst[2] = value[2]; break;
case 4: dst[0] = value[0]; dst[1] = value[1]; dst[2] = value[2]; dst[3] = value[3]; break;
}
}
bool isLocationValid(const uint32_t* location) const
{
for (Index i = 0; i < m_dimCount; ++i)
{
const auto v = location[i];
if (v >= m_dims[i])
{
return false;
}
}
return true;
}
Index _getIndex(const uint32_t* location)
{
const auto style = (m_dimCount << 2) | m_elementCount;
SLANG_ASSERT(isLocationValid(location));
switch (m_dimCount)
{
default: return 0;
case 1: return (location[0] )* m_elementCount;
case 2: return (location[0] + location[1] * m_dims[0]) * m_elementCount;
case 3: return (location[0] + (location[1] + location[2] * m_dims[1]) * m_dims[0]) * m_elementCount;
case 4: return (location[0] + (location[1] + (location[2] + location[3] * m_dims[2]) * m_dims[1]) * m_dims[0]) * m_elementCount;
}
}
uint8_t m_style;
uint8_t m_elementCount; ///< Number of elements in each value
uint8_t m_dimCount;
uint32_t m_dims[4]; ///< Sizes in each dimension
List<float> m_values; ///< Holds the contained data
};
// For a RWTexture we will define it to have memory, and that it can only be accessed via
struct FloatRWTexture : public CPUComputeUtil::Resource, public CPPPrelude::IRWTexture
{
// IRWTexture
virtual void Load(const int32_t* loc, void* out) SLANG_OVERRIDE { m_data.getAt((const uint32_t*)loc, (float*)out); }
virtual void* refAt(const uint32_t* loc) SLANG_OVERRIDE { return m_data.getAt(loc); }
FloatRWTexture(int elementCount, int dimsCount, const uint32_t* dims, float initialValue)
{
m_data.init(elementCount, dimsCount, dims);
m_data.setValue(initialValue);
m_interface = static_cast<CPPPrelude::IRWTexture*>(this);
}
FloatTextureData m_data;
};
static int _calcDims(const InputTextureDesc& desc, slang::TypeLayoutReflection* typeLayout, uint32_t outDims[4])
{
const auto kind = typeLayout->getKind();
SLANG_ASSERT(kind == slang::TypeReflection::Kind::Resource);
auto type = typeLayout->getType();
auto shape = type->getResourceShape();
const uint32_t size = uint32_t(desc.size);
const auto baseShape = (shape & SLANG_RESOURCE_BASE_SHAPE_MASK);
int dimsCount = 0;
switch (baseShape)
{
case SLANG_TEXTURE_1D:
{
outDims[dimsCount++] = size;
break;
}
case SLANG_TEXTURE_2D:
{
outDims[dimsCount++] = size;
outDims[dimsCount++] = size;
break;
}
case SLANG_TEXTURE_3D:
{
outDims[dimsCount++] = size;
outDims[dimsCount++] = size;
outDims[dimsCount++] = size;
break;
}
case SLANG_TEXTURE_CUBE:
{
outDims[dimsCount++] = size;
outDims[dimsCount++] = size;
outDims[dimsCount++] = 6;
break;
}
}
if (shape & SLANG_TEXTURE_ARRAY_FLAG)
{
uint32_t arrayLength = uint32_t(desc.arrayLength);
outDims[dimsCount++] = arrayLength;
}
return dimsCount;
}
static CPUComputeUtil::Resource* _newReadTexture(int elemCount, SlangResourceShape shape, float initialValue)
{
switch (elemCount)
{
case 1: return new ValueTexture<1>(initialValue);
case 2: return new ValueTexture<2>(initialValue);
case 3: return new ValueTexture<3>(initialValue);
case 4: return new ValueTexture<4>(initialValue);
default: break;
}
return nullptr;
}
static SlangResult _newTexture(const InputTextureDesc& desc, slang::TypeLayoutReflection* typeLayout, RefPtr<CPUComputeUtil::Resource>& outResource)
{
const auto kind = typeLayout->getKind();
SLANG_ASSERT(kind == slang::TypeReflection::Kind::Resource);
auto type = typeLayout->getType();
auto shape = type->getResourceShape();
auto access = type->getResourceAccess();
// TODO(JS): Currently we support only textures who's content is either
// 0 or 1. This is because this is easy to implement.
// Will need to do something better in the future..
slang::TypeReflection* typeReflection = typeLayout->getResourceResultType();
int elemCount = 1;
if (typeReflection->getKind() == slang::TypeReflection::Kind::Vector)
{
elemCount = int(typeReflection->getElementCount());
}
float initialValue = 0.0f;
switch (desc.content)
{
case InputTextureContent::One: initialValue = 1.0f; break;
case InputTextureContent::Zero: initialValue = 0.0f; break;
default: break;
}
// These need a different style of texture if can be written to
if (access == SLANG_RESOURCE_ACCESS_READ_WRITE)
{
uint32_t dims[4];
const int dimsCount = _calcDims(desc, typeLayout, dims);
switch (shape)
{
case SLANG_TEXTURE_1D:
case SLANG_TEXTURE_2D:
case SLANG_TEXTURE_3D:
case SLANG_TEXTURE_CUBE:
case SLANG_TEXTURE_1D_ARRAY:
case SLANG_TEXTURE_2D_ARRAY:
{
outResource = new FloatRWTexture(elemCount, dimsCount, dims, initialValue);
return SLANG_OK;
}
}
}
else
{
outResource = _newReadTexture(elemCount, shape, initialValue);
return outResource ? SLANG_OK : SLANG_FAIL;
}
return SLANG_FAIL;
}
/* static */SlangResult CPUComputeUtil::calcBindings(const ShaderCompilerUtil::OutputAndLayout& compilationAndLayout, Context& outContext)
{
auto request = compilationAndLayout.output.request;
auto reflection = (slang::ShaderReflection*) spGetReflection(request);
const auto& sourcePath = compilationAndLayout.sourcePath;
outContext.m_bindRoot.init(&outContext.m_bindSet, reflection, 0);
// This will set up constant buffer that are contained from the roots
outContext.m_bindRoot.addDefaultValues();
// Okay lets iterate adding buffers
auto outStream = StdWriters::getOut();
SLANG_RETURN_ON_FAIL(ShaderInputLayout::addBindSetValues(compilationAndLayout.layout.entries, compilationAndLayout.sourcePath, outStream, outContext.m_bindRoot));
ShaderInputLayout::getValueBuffers(compilationAndLayout.layout.entries, outContext.m_bindSet, outContext.m_buffers);
// Okay we need to find all of the bindings and match up to those in the layout
const ShaderInputLayout& layout = compilationAndLayout.layout;
// The final stage is to actual set up the CPU based variables
{
// First create all of the resources for the values
// We don't need to create anything backed by a buffer on CPU, as the memory buffer as provided
// by BindSet::Resource can just be used
{
const auto& values = outContext.m_bindSet.getValues();
for (BindSet::Value* value : values)
{
auto typeLayout = value->m_type;
if (typeLayout == nullptr)
{
// We need type layout here to create anything
continue;
}
// TODO(JS):
// Here we should be using information about what textures hold to create appropriate
// textures. For now we only support 2d textures that always return 1.
const auto kind = typeLayout->getKind();
switch (kind)
{
case slang::TypeReflection::Kind::Resource:
{
auto type = typeLayout->getType();
auto shape = type->getResourceShape();
auto access = type->getResourceAccess();
auto baseShape = shape & SLANG_RESOURCE_BASE_SHAPE_MASK;
switch (baseShape)
{
case SLANG_TEXTURE_1D:
case SLANG_TEXTURE_2D:
case SLANG_TEXTURE_3D:
case SLANG_TEXTURE_CUBE:
{
SLANG_ASSERT(value->m_userIndex >= 0);
auto& srcEntry = layout.entries[value->m_userIndex];
RefPtr<CPUComputeUtil::Resource> resource;
SLANG_RETURN_ON_FAIL(_newTexture(srcEntry.textureDesc, typeLayout, resource));
value->m_target = resource;
break;
}
case SLANG_TEXTURE_BUFFER:
{
// Need a CPU impl for these...
// For now we can just leave as target will just be nullptr
break;
}
case SLANG_BYTE_ADDRESS_BUFFER:
case SLANG_STRUCTURED_BUFFER:
{
// On CPU we just use the memory in the BindSet buffer, so don't need to create anything
break;
}
}
}
default: break;
}
}
}
// Now we need to go through all of the bindings and set the appropriate data
{
List<BindLocation> locations;
List<BindSet::Value*> values;
outContext.m_bindSet.getBindings(locations, values);
for (Index i = 0; i < locations.getCount(); ++i)
{
const auto& location = locations[i];
BindSet::Value* value = values[i];
// Okay now we need to set up the actual handles that CPU will follow.
auto typeLayout = location.getTypeLayout();
const auto kind = typeLayout->getKind();
switch (kind)
{
case slang::TypeReflection::Kind::Array:
{
auto elementCount = int(typeLayout->getElementCount());
if (elementCount == 0)
{
CPPPrelude::Array<uint8_t>* array = location.getUniform<CPPPrelude::Array<uint8_t> >();
// If set, we setup the data needed for array on CPU side
if (value && array)
{
array->data = value->m_data;
array->count = value->m_elementCount;
}
}
break;
}
case slang::TypeReflection::Kind::ConstantBuffer:
case slang::TypeReflection::Kind::ParameterBlock:
{
// These map down to pointers. In our case the contents of the resource
void* data = value ? value->m_data : nullptr;
location.setUniform(&data, sizeof(data));
break;
}
case slang::TypeReflection::Kind::Resource:
{
auto type = typeLayout->getType();
auto shape = type->getResourceShape();
//auto access = type->getResourceAccess();
switch (shape & SLANG_RESOURCE_BASE_SHAPE_MASK)
{
default:
assert(!"unhandled case");
break;
case SLANG_TEXTURE_1D:
case SLANG_TEXTURE_2D:
case SLANG_TEXTURE_3D:
case SLANG_TEXTURE_CUBE:
case SLANG_TEXTURE_BUFFER:
{
Resource* targetResource = value ? static_cast<Resource*>(value->m_target.Ptr()) : nullptr;
void* intf = targetResource ? targetResource->getInterface() : nullptr;
*location.getUniform<void*>() = intf;
break;
}
case SLANG_STRUCTURED_BUFFER:
{
if (value)
{
auto& dstBuf = *location.getUniform<CPPPrelude::StructuredBuffer<uint8_t> >();
dstBuf.data = (uint8_t*)value->m_data;
dstBuf.count = value->m_elementCount;
}
break;
}
case SLANG_BYTE_ADDRESS_BUFFER:
{
if (value)
{
auto& dstBuf = *location.getUniform<CPPPrelude::ByteAddressBuffer>();
dstBuf.data = (uint32_t*)value->m_data;
dstBuf.sizeInBytes = value->m_sizeInBytes;
}
break;
}
}
}
}
}
}
}
return SLANG_OK;
}
/* static */SlangResult CPUComputeUtil::calcExecuteInfo(ExecuteStyle style, ISlangSharedLibrary* sharedLib, const uint32_t dispatchSize[3], const ShaderCompilerUtil::OutputAndLayout& compilationAndLayout, Context& context, ExecuteInfo& out)
{
auto request = compilationAndLayout.output.request;
auto reflection = (slang::ShaderReflection*) spGetReflection(request);
slang::EntryPointReflection* entryPoint = nullptr;
auto entryPointCount = reflection->getEntryPointCount();
SLANG_ASSERT(entryPointCount == 1);
entryPoint = reflection->getEntryPointByIndex(0);
const char* entryPointName = entryPoint->getName();
// Copy dispatch size
for (int i = 0; i < 3; ++i)
{
out.m_dispatchSize[i] = dispatchSize[i];
}
out.m_style = style;
out.m_uniformState = (void*)context.m_bindRoot.getRootData();
out.m_uniformEntryPointParams = (void*)context.m_bindRoot.getEntryPointData();
switch (style)
{
case ExecuteStyle::Group:
{
StringBuilder groupEntryPointName;
groupEntryPointName << entryPointName << "_Group";
CPPPrelude::ComputeFunc groupFunc = (CPPPrelude::ComputeFunc)sharedLib->findFuncByName(groupEntryPointName.getBuffer());
if (!groupFunc)
{
return SLANG_FAIL;
}
out.m_func = (ExecuteInfo::Func)groupFunc;
break;
}
case ExecuteStyle::GroupRange:
{
CPPPrelude::ComputeFunc groupRangeFunc = nullptr;
groupRangeFunc = (CPPPrelude::ComputeFunc)sharedLib->findFuncByName(entryPointName);
if (!groupRangeFunc)
{
return SLANG_FAIL;
}
out.m_func = (ExecuteInfo::Func)groupRangeFunc;
break;
}
case ExecuteStyle::Thread:
{
StringBuilder threadEntryPointName;
threadEntryPointName << entryPointName << "_Thread";
CPPPrelude::ComputeThreadFunc threadFunc = (CPPPrelude::ComputeThreadFunc)sharedLib->findFuncByName(threadEntryPointName.getBuffer());
if (!threadFunc)
{
return SLANG_FAIL;
}
SlangUInt numThreadsPerAxis[3];
entryPoint->getComputeThreadGroupSize(3, numThreadsPerAxis);
for (int i = 0; i < 3; ++i)
{
out.m_numThreadsPerAxis[i] = uint32_t(numThreadsPerAxis[i]);
}
out.m_func = (ExecuteInfo::Func)threadFunc;
break;
}
default:
{
return SLANG_FAIL;
}
}
return SLANG_OK;
}
/* static */SlangResult CPUComputeUtil::execute(const ExecuteInfo& info)
{
CPPPrelude::UniformState* uniformState = (CPPPrelude::UniformState*)info.m_uniformState;
CPPPrelude::UniformEntryPointParams* uniformEntryPointParams = (CPPPrelude::UniformEntryPointParams*)info.m_uniformEntryPointParams;
switch (info.m_style)
{
case ExecuteStyle::Group:
{
CPPPrelude::ComputeFunc groupFunc = (CPPPrelude::ComputeFunc)info.m_func;
CPPPrelude::ComputeVaryingInput varying;
const uint32_t groupXCount = info.m_dispatchSize[0];
const uint32_t groupYCount = info.m_dispatchSize[1];
const uint32_t groupZCount = info.m_dispatchSize[2];
for (uint32_t groupZ = 0; groupZ < groupZCount; ++groupZ)
{
for (uint32_t groupY = 0; groupY < groupYCount; ++groupY)
{
for (uint32_t groupX = 0; groupX < groupXCount; ++groupX)
{
varying.startGroupID = { groupX, groupY, groupZ };
groupFunc(&varying, uniformEntryPointParams, uniformState);
}
}
}
break;
}
case ExecuteStyle::GroupRange:
{
CPPPrelude::ComputeFunc groupRangeFunc = (CPPPrelude::ComputeFunc)info.m_func;
CPPPrelude::ComputeVaryingInput varying;
varying.startGroupID = {};
varying.endGroupID = { info.m_dispatchSize[0], info.m_dispatchSize[1], info.m_dispatchSize[2] };
groupRangeFunc(&varying, uniformEntryPointParams, uniformState);
break;
}
case ExecuteStyle::Thread:
{
CPPPrelude::ComputeThreadFunc threadFunc = (CPPPrelude::ComputeThreadFunc)info.m_func;
CPPPrelude::ComputeThreadVaryingInput varying;
const uint32_t groupXCount = info.m_dispatchSize[0];
const uint32_t groupYCount = info.m_dispatchSize[1];
const uint32_t groupZCount = info.m_dispatchSize[2];
const uint32_t threadXCount = uint32_t(info.m_numThreadsPerAxis[0]);
const uint32_t threadYCount = uint32_t(info.m_numThreadsPerAxis[1]);
const uint32_t threadZCount = uint32_t(info.m_numThreadsPerAxis[2]);
for (uint32_t groupZ = 0; groupZ < groupZCount; ++groupZ)
{
for (uint32_t groupY = 0; groupY < groupYCount; ++groupY)
{
for (uint32_t groupX = 0; groupX < groupXCount; ++groupX)
{
varying.groupID = { groupX, groupY, groupZ };
for (uint32_t z = 0; z < threadZCount; ++z)
{
varying.groupThreadID.z = z;
for (uint32_t y = 0; y < threadYCount; ++y)
{
varying.groupThreadID.y = y;
for (uint32_t x = 0; x < threadXCount; ++x)
{
varying.groupThreadID.x = x;
threadFunc(&varying, uniformEntryPointParams, uniformState);
}
}
}
}
}
}
break;
}
default: return SLANG_FAIL;
}
return SLANG_OK;
}
/* static */ SlangResult CPUComputeUtil::checkStyleConsistency(ISlangSharedLibrary* sharedLib, const uint32_t dispatchSize[3], const ShaderCompilerUtil::OutputAndLayout& compilationAndLayout)
{
Context context;
SLANG_RETURN_ON_FAIL(CPUComputeUtil::calcBindings(compilationAndLayout, context));
// Run the thread style to test against
{
ExecuteInfo info;
SLANG_RETURN_ON_FAIL(calcExecuteInfo(ExecuteStyle::Thread, sharedLib, dispatchSize, compilationAndLayout, context, info));
SLANG_RETURN_ON_FAIL(execute(info));
}
ExecuteStyle styles[] = { ExecuteStyle::Group, ExecuteStyle::GroupRange };
for (auto style: styles)
{
Context checkContext;
SLANG_RETURN_ON_FAIL(CPUComputeUtil::calcBindings(compilationAndLayout, checkContext));
ExecuteInfo info;
SLANG_RETURN_ON_FAIL(calcExecuteInfo(style, sharedLib, dispatchSize, compilationAndLayout, checkContext, info));
SLANG_RETURN_ON_FAIL(execute(info));
// Make sure the out buffers are all the same
const auto& entries = compilationAndLayout.layout.entries;
for (int i = 0; i < entries.getCount(); ++i)
{
const auto& entry = entries[i];
if (entry.isOutput)
{
BindSet::Value* buffer = context.m_buffers[i];
BindSet::Value* checkBuffer = checkContext.m_buffers[i];
if (buffer->m_sizeInBytes != checkBuffer->m_sizeInBytes ||
::memcmp(buffer->m_data, checkBuffer->m_data, buffer->m_sizeInBytes) != 0)
{
return SLANG_FAIL;
}
}
}
}
return SLANG_OK;
}
} // renderer_test
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