yum-mirror/slang
Making it easier to work with shaders
git clone https://git.yummers.dev/yum-mirror/slang
d10732742
master
1//TEST(compute):COMPARE_COMPUTE_EX:-slang -compute -shaderobj -output-using-type 2//TEST(compute, vulkan):COMPARE_COMPUTE_EX:-vk -compute -shaderobj -output-using-type 3//TEST(compute):COMPARE_COMPUTE_EX:-cuda -compute -shaderobj -output-using-type 4 5//TEST_INPUT:ubuffer(data=[0 0 0 0 0 0], stride=4):out,name=outputBuffer 6RWStructuredBuffer<float> outputBuffer; 7 8[Differentiable] 9[PreferRecompute] 10float3 diffRayIntersectTriangle(no_diff float3 rayOrigin, float3 rayDir, no_diff float3 p[3]) 11{ 12 float3 e1 = p[1] - p[0]; 13 float3 e2 = p[2] - p[0]; 14 float3 pVec = cross(rayDir, e2); 15 float divisor = dot(pVec, e1); 16 float3 s = rayOrigin - p[0]; 17 float u = dot(s, pVec) / divisor; 18 float3 qVec = cross(s, e1); 19 float v = dot(rayDir, qVec) / divisor; 20 float t = dot(e2, qVec) / divisor; 21 return float3(u, v, t); 22} 23 24[Differentiable] 25[PreferRecompute] 26float3 diffRayIntersectTriangle2(no_diff float3 rayOrigin, float3 rayTarget, no_diff float3 p[3]) 27{ 28 float3 rayDir = normalize(rayTarget - rayOrigin); 29 float3 uvt = diffRayIntersectTriangle(rayOrigin, rayDir, p); 30 float3 result = (1.f - uvt.x - uvt.y) * p[0] + uvt.x * p[1] + uvt.y * p[2]; 31 return result; 32} 33 34[numthreads(1, 1, 1)] 35void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID) 36{ 37 float3 shadePos = float3(0.674034, 0.0, 0.123171); 38 float3 targetPos = float3(0.5, 0.2, -1.0); 39 float3 triPos[3] = { float3(0.0, 1.0, -1.0), float3(1.0, 1.0, 0.0), float3(0.0, 1.0, 0.0) }; 40 41 // Forward-mode 42 DifferentialPair<float3> dpIsectPos = fwd_diff(diffRayIntersectTriangle2)( 43 shadePos, 44 DifferentialPair<float3>(targetPos, float3(1.0, 0.0, 0.0)), 45 triPos 46 ); 47 48 outputBuffer[0] = dpIsectPos.d[0]; // Expect: 5.0 49 outputBuffer[1] = dpIsectPos.d[1]; // Expect: 0.0 50 outputBuffer[2] = dpIsectPos.d[2]; // Expect: 0.0 51 52 // Reverse-mode 53 DifferentialPair<float3> dpTargetPos = diffPair(targetPos, float3(0.f)); 54 bwd_diff(diffRayIntersectTriangle2)( 55 shadePos, 56 dpTargetPos, 57 triPos, 58 float3(1.f, 1.f, 1.f) 59 ); 60 61 outputBuffer[3] = dpTargetPos.d[0]; // Expect: 5.0 62 outputBuffer[4] = dpTargetPos.d[1]; // Expect: 32.4301 63 outputBuffer[5] = dpTargetPos.d[2]; // Expect: 5.0 64}