yum-mirror/slang
Making it easier to work with shaders
git clone https://git.yummers.dev/yum-mirror/slang
f02b08490
master
1//TEST(compute):COMPARE_COMPUTE_EX:-cpu -compute -shaderobj -output-using-type 2//TEST(compute):COMPARE_COMPUTE_EX:-slang -compute -shaderobj -output-using-type 3//TEST(compute):COMPARE_COMPUTE_EX:-slang -compute -dx12 -shaderobj -output-using-type 4//TEST(compute):COMPARE_COMPUTE_EX:-slang -compute -dx12 -profile cs_6_0 -shaderobj -output-using-type 5//TEST(compute, vulkan):COMPARE_COMPUTE_EX:-vk -compute -shaderobj -output-using-type -render-feature hardware-device 6//TEST(compute):COMPARE_COMPUTE_EX:-cuda -compute -shaderobj -output-using-type 7 8// Doesn't work on CUDA, not clear why yet 9//DISABLE_TEST_INPUT: Texture1D(format=R_Float32, size=4, content = one, mipMaps=1):name tLoad1D 10//Texture1D<float> tLoad1D; 11 12// Not supported in WGSL: 1D array texture not supported in WGSL 13//DISABLE_TEST(compute):COMPARE_COMPUTE:-slang -shaderobj -wgpu 14 15//TEST_INPUT: Texture1D(size=4, content = one):name t1D 16Texture1D<float> t1D; 17//TEST_INPUT: Texture2D(size=4, content = one):name t2D 18Texture2D<float> t2D; 19//TEST_INPUT: Texture3D(size=4, content = one):name t3D 20Texture3D<float> t3D; 21//TEST_INPUT: TextureCube(size=4, content = one):name tCube 22TextureCube<float> tCube; 23 24//TEST_INPUT: Texture1D(size=4, content = one, arrayLength=2):name t1DArray 25Texture1DArray<float> t1DArray; 26//TEST_INPUT: Texture2D(size=4, content = one, arrayLength=2):name t2DArray 27Texture2DArray<float> t2DArray; 28//TEST_INPUT: TextureCube(size=4, content = one, arrayLength=2):name tCubeArray 29TextureCubeArray<float> tCubeArray; 30 31//TEST_INPUT: Sampler:name samplerState 32SamplerState samplerState; 33 34//TEST_INPUT: ubuffer(data=[0 0 0 0], stride=4):out,name outputBuffer 35RWStructuredBuffer<float> outputBuffer; 36 37[numthreads(4, 1, 1)] 38void computeMain(int3 dispatchThreadID : SV_DispatchThreadID) 39{ 40 int idx = dispatchThreadID.x; 41 float u = idx * (1.0f / 4); 42 43 float val = 0.0f; 44 45 val += t1D.SampleLevel(samplerState, u, 0); 46 val += t2D.SampleLevel(samplerState, float2(u, u), 0); 47 val += t3D.SampleLevel(samplerState, float3(u, u, u), 0); 48 val += tCube.SampleLevel(samplerState, normalize(float3(u, 1 - u, u)), 0); 49 50 val += t1DArray.SampleLevel(samplerState, float2(u, 0), 0); 51 val += t2DArray.SampleLevel(samplerState, float3(u, u, 0), 0); 52 val += tCubeArray.SampleLevel(samplerState, float4(u, u, u, 0), 0); 53 54 //val += tLoad1D.Load(int2(idx, 0)); 55 56 outputBuffer[idx] = val; 57}