yum-mirror/slang

Making it easier to work with shaders

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

Harsh Aggarwal (NVIDIA)Fix #8314 - Enable tests/compute/texture-subscript.slang for CUDA (#8408)63676c5e5

master
2.9 KiB73 linesraw
1//TEST:SIMPLE(filecheck=METAL): -target metal -entry computeMain -stage compute
2//TEST:SIMPLE(filecheck=METALLIB): -target metallib -entry computeMain -stage compute
3//TEST:SIMPLE(filecheck=CUDA): -target cuda -entry computeMain -stage compute
4// Metal lacks RWTexture GFX backend support. 
5// Due to this, Metal compute test is disabled
6//TEST(compute):COMPARE_COMPUTE(filecheck-buffer=BUF): -slang -output-using-type -shaderobj -mtl
7//TEST(compute):COMPARE_COMPUTE(filecheck-buffer=BUF): -slang -output-using-type -shaderobj -vk
8
9//METAL-NOT: error 41402
10//METALLIB: @computeMain
11
12//CUDA: CUsurfObject outputTexture1D_{{[0-9]+}};
13//CUDA: CUsurfObject outputTexture2D_{{[0-9]+}};
14//CUDA: CUsurfObject outputTexture3D_{{[0-9]+}};
15//CUDA: globalParams_{{[0-9]+}}->outputTexture1D_{{[0-9]+}}[{{.*}}]
16//CUDA: globalParams_{{[0-9]+}}->outputTexture2D_{{[0-9]+}}[{{.*}}]
17//CUDA: globalParams_{{[0-9]+}}->outputTexture3D_{{[0-9]+}}[{{.*}}]
18//CUDA: surf1Dread<{{.*}}>
19//CUDA: surf2Dread<{{.*}}>
20//CUDA: surf3Dread<{{.*}}>
21//CUDA: surf2DLayeredread<{{.*}}>
22
23//TEST_INPUT: RWTexture1D(format=RGBA8Sint, size=8, content = zero, mipMaps = 1):name outputTexture1D
24RWTexture1D<int4> outputTexture1D;
25
26//TEST_INPUT: RWTexture2D(format=RGBA8Sint, size=8, content = zero, mipMaps = 1):name outputTexture2D
27RWTexture2D<int4> outputTexture2D;
28
29//TEST_INPUT: RWTexture3D(format=RGBA8Sint, size=8, content = zero, mipMaps = 1):name outputTexture3D
30RWTexture3D<int4> outputTexture3D;
31
32//TEST_INPUT: RWTexture2D(format=RGBA8Sint, size=4, content = zero, arrayLength=2, mipMaps = 1):name outputTexture2DArray
33RWTexture2DArray<int4> outputTexture2DArray;
34
35//TEST_INPUT:ubuffer(data=[0], stride=4):out,name=outputBuffer
36RWStructuredBuffer<uint> outputBuffer;
37
38
39[numthreads(1,1,1)]
40void computeMain()
41{
42    outputTexture1D[0].xz = int2(1, 2).xx;
43    AllMemoryBarrier();
44    outputTexture1D[1].x = int2(3, 4).y;
45    AllMemoryBarrier();
46    outputTexture2D[0].xz = int2(1, 2).xx;
47    AllMemoryBarrier();
48    outputTexture2D[int2(0, 1)].x = int2(3, 4).y;
49    AllMemoryBarrier();
50    outputTexture3D[0].xz = int2(1, 2).xx;
51    AllMemoryBarrier();
52    outputTexture3D[int3(0, 0, 1)].x = int2(3, 4).y;
53    AllMemoryBarrier();
54    outputTexture2DArray[0].xz = int2(1, 2);
55    AllMemoryBarrier();
56    outputTexture2DArray[int3(0, 0, 1)].xz = int2(3, 4);
57    AllMemoryBarrier();
58    outputBuffer[0] = uint(true
59            && all(outputTexture1D[0] == int4(1, 0, 1, 0)) == true
60            && all(outputTexture1D[1] == int4(4, 0, 0, 0)) == true
61
62            && all(outputTexture2D[0] == int4(1, 0, 1, 0)) == true
63            && all(outputTexture2D[int2(0, 1)] == int4(4, 0, 0, 0)) == true
64
65            && all(outputTexture3D[0] == int4(1, 0, 1, 0)) == true
66            && all(outputTexture3D[int3(0, 0, 1)] == int4(4, 0, 0, 0)) == true
67
68            && all(outputTexture2DArray[0] == int4(1, 0, 2, 0)) == true
69            && all(outputTexture2DArray[int3(0, 0, 1)] == int4(3, 0, 4, 0))  == true
70            );
71}
72
73//BUF: 1