yum-mirror/slang
Making it easier to work with shaders
git clone https://git.yummers.dev/yum-mirror/slang
a6deb5ed8
master
1// byte-address-buffer-array.slang 2//TEST(compute, vulkan):COMPARE_COMPUTE_EX(filecheck-buffer=CHECK):-slang -compute -d3d12 -profile cs_6_0 -shaderobj -output-using-type 3//TEST(compute, vulkan):COMPARE_COMPUTE_EX(filecheck-buffer=CHECK):-slang -compute -cuda -profile cs_6_0 -shaderobj -output-using-type 4//TEST(compute, vulkan):COMPARE_COMPUTE_EX(filecheck-buffer=CHECK):-slang -compute -vk -shaderobj -output-using-type 5 6//TEST:SIMPLE(filecheck=CHECK2):-target hlsl -entry computeMain -stage compute 7//TEST:SIMPLE(filecheck=CHECK3):-target spirv -entry computeMain -stage compute 8//TEST:SIMPLE(filecheck=CHECK3):-target spirv -emit-spirv-directly -entry computeMain -stage compute 9 10// Confirm compilation of `(RW)ByteAddressBuffer` with aligned load / stores to wider data types. 11 12//TEST_INPUT:ubuffer(data=[0 0 0 0], stride=4):out,name=buffer 13RWByteAddressBuffer buffer; 14struct Block { 15 float4 val[2]; 16}; 17[shader("compute")] 18[numthreads(1,1,1)] 19void computeMain(uint3 threadId : SV_DispatchThreadID) 20{ 21 // CHECK-NOT: warning 22 23 // CHECK2: float4 {{.*}}[int(2)] = (buffer_0).Load<float4 [int(2)] >(0U); 24 // CHECK2: buffer_0.Store(0U,{{.*}}); 25 // CHECK2: float {{.*}} = (buffer_0).Load<float >(4U); 26 // CHECK2: float {{.*}} = (buffer_0).Load<float >(8U); 27 // CHECK2: float {{.*}} = (buffer_0).Load<float >(12U); 28 // CHECK2: float {{.*}} = (buffer_0).Load<float >(16U); 29 // CHECK2: float4 {{.*}} = float4({{.*}}, {{.*}}, {{.*}}, {{.*}}); 30 // CHECK2: float4 {{.*}} = (buffer_0).Load<float4 >(20U); 31 // CHECK2: buffer_0.Store(16U,{{.*}}); 32 // CHECK2: buffer_0.Store(32U,{{.*}}); 33 34 // CHECK3: OpAccessChain 35 // CHECK3: OpLoad %v4float 36 // CHECK3: OpStore 37 buffer.Store(0, buffer.LoadAligned<Block>(0)); 38 buffer.StoreAligned(16, buffer.LoadAligned<Block>(4, 16)); 39} 40