yum-mirror/slang

Making it easier to work with shaders

git clone https://git.yummers.dev/yum-mirror/slang

Yong HeRewriting the lower-buffer-element-type pass to avoid unnecessary packing/unpacking. (#8526)a6deb5ed8

master
1.8 KiB40 linesraw
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