yum-mirror/slang
Making it easier to work with shaders
git clone https://git.yummers.dev/yum-mirror/slang
1e0908bd7
master
1//TEST:SIMPLE(filecheck=SPIRV):-stage compute -entry computeMain -target spirv 2//TEST(compute):COMPARE_COMPUTE(filecheck-buffer=CHECK):-vk -output-using-type -emit-spirv-directly 3 4// Ensure SPIRV does not do coherent operations here 5// SPIRV-NOT: MakePointerAvailable 6// SPIRV-NOT: MakePointerVisible 7 8 9// CHECK: 1 10// CHECK-NEXT: 2 11// CHECK-NEXT: 3 12// CHECK-NEXT: 4 13// CHECK-NEXT: 5 14// CHECK-NEXT: 6 15// CHECK-NEXT: 7 16// CHECK-NEXT: 8 17 18//TEST_INPUT:ubuffer(data=[1 2 3 4 5 6 7 8], stride=4, count=256):name=inputBuffer 19uniform int32_t* inputBuffer; 20 21//TEST_INPUT:ubuffer(stride=4, count=256):out,name=outputBuffer 22uniform int32_t* outputBuffer; 23 24using namespace linalg; 25 26[numthreads(32, 1, 1)] 27void computeMain() 28{ 29 int32_t* ptrIn = inputBuffer; 30 int32_t* ptrOut = outputBuffer; 31 32 let stride = 16; 33 let mat = coopMatLoad<int32_t, MemoryScope.Subgroup, 16, 16, CoopMatMatrixUse.MatrixAccumulator, CoopMatMatrixLayout.RowMajor>(ptrIn, 0, stride); 34 mat.Store<CoopMatMatrixLayout.RowMajor>(ptrOut, 0, 16); 35}