yum-mirror/slang
Making it easier to work with shaders
git clone https://git.yummers.dev/yum-mirror/slang
adaea0e99
master
1//TEST(compute):COMPARE_COMPUTE:-cpu 2//TEST(compute):COMPARE_COMPUTE:-cuda 3 4enum Color 5{ 6 Red, 7 Green = 2, 8 Blue, 9} 10 11int test(int val) 12{ 13 Color c = Color.Red; 14 15 if(val > 1) 16 { 17 c = Color.Green; 18 } 19 20 if(c == Color.Red) 21 { 22 if((val & 1) != 0) 23 { 24 c = Color.Blue; 25 } 26 } 27 28 switch(c) 29 { 30 case Color.Red: 31 val = 1; 32 break; 33 34 case Color.Green: 35 val = 2; 36 break; 37 38 case Color.Blue: 39 val = 3; 40 break; 41 42 default: 43 val = -1; 44 break; 45 } 46 47 return (val << 4) + int(c); 48} 49 50float sum(float a[3]) 51{ 52 float total = a[0]; 53 for (int i = 1; i < 3; ++i) 54 { 55 total += a[i]; 56 } 57 return total; 58} 59 60struct Thing 61{ 62 int a; 63 float b; 64}; 65 66//TEST_INPUT:ubuffer(data=[0 0 0 0], stride=4):out,name outputBuffer 67RWStructuredBuffer<int> outputBuffer; 68 69[numthreads(4, 1, 1)] 70void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID) 71{ 72 uint tid = dispatchThreadID.x; 73 74 Thing thing = { 10, -1.0 }; 75 76 float array[3] = { thing.a, 2, 3}; 77 78 float anotherArray[] = { 1, 2, 5 }; 79 80 array[0] += anotherArray[1]; 81 82 matrix<float, 2, 3> mat = { { sum(array), 1, 2 }, { 3, 4, 5} }; 83 vector<float, 2> vec = { float(tid + 1), float(tid + 2) }; 84 85 vec += float2(7, 11); 86 87 vector<float, 3> vec2 = max(sin(mul(vec, mat)), float3(1, 2, -1)); 88 vector<float, 3> vec3 = mul(vec, mat); 89 90 float3 vec4 = lerp(vec2, vec3, float3(tid * (1.0f / 4), 1, 1)); 91 92 float3 crossVec = normalize(cross(vec4, vec4) + float3(2, 3, 1)); 93 94 vec2.x = fmod(crossVec.y, crossVec.x); 95 96 vec2 = fmod(vec2, crossVec); 97 98 vec2 += (-vec2.zyx) * 2 + crossVec * length(crossVec) + reflect(vec4, normalize(crossVec)); 99 100 vector<bool, 3> z = vec2 > 0; 101 102 int val = (int(tid) + (any(z) ? 1 : 0) + (all(z) ? 2 : 0)) % 100; 103 104 val = asint(asfloat(asuint(asfloat(val)))); 105 106 val = test(val); 107 108 outputBuffer[tid] = val + int(dot(vec2, vec4)); 109}