yum-mirror/slang
Making it easier to work with shaders
git clone https://git.yummers.dev/yum-mirror/slang
da951e06e
master
1//TEST(compute):COMPARE_COMPUTE_EX(filecheck-buffer=CHECK):-vk -compute -shaderobj -emit-spirv-directly 2//TEST(compute):COMPARE_COMPUTE_EX(filecheck-buffer=CHECK):-vk -compute -shaderobj -emit-spirv-via-glsl 3//TEST(compute):COMPARE_COMPUTE_EX(filecheck-buffer=CHECK):-d3d12 -compute -shaderobj 4//TEST(compute):COMPARE_COMPUTE_EX(filecheck-buffer=CHECK):-d3d11 -compute -shaderobj 5//TEST(compute):COMPARE_COMPUTE_EX(filecheck-buffer=CHECK):-wgpu -compute -shaderobj 6 7//TEST_INPUT:ubuffer(data=[0 0 0 0], stride=4):out,name outputBuffer 8RWStructuredBuffer<int> outputBuffer; 9 10struct MS 11{ 12 uint a; 13 uint b; 14} 15 16//TEST_INPUT:ubuffer(data=[7 2 9 53], stride=8):name buffer0 17RWStructuredBuffer<MS> buffer0; 18 19[shader("compute")] 20[numthreads(1, 1, 1)] 21void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID) 22{ 23 int index = int(dispatchThreadID.x); 24 uint count = 0; 25 uint stride = 0; 26 27 // CHECK: 8 28 buffer0.GetDimensions(count, stride); 29 30 outputBuffer[index] = int(stride); 31}