yum-mirror/slang

Making it easier to work with shaders

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

James Helferty (NVIDIA)render-test: Change D3D12 default to sm_6_5 (#8320)f02b08490

master
2.6 KiB63 linesraw
1//TEST(compute):COMPARE_COMPUTE_EX(filecheck-buffer=BUF):-vk -compute -shaderobj -emit-spirv-via-glsl -allow-glsl
2//TEST(compute):COMPARE_COMPUTE_EX(filecheck-buffer=BUF):-vk -compute -shaderobj -emit-spirv-directly -allow-glsl
3//TEST(compute):COMPARE_COMPUTE_EX(filecheck-buffer=BUF):-slang -compute -profile cs_6_6 -dx12 -shaderobj -render-feature hardware-device -allow-glsl
4//TEST(compute):COMPARE_COMPUTE_EX(filecheck-buffer=BUF):-metal -compute -shaderobj -allow-glsl
5//TEST(compute):COMPARE_COMPUTE_EX(filecheck-buffer=BUF):-cpu -compute -shaderobj -allow-glsl
6//TEST(compute):COMPARE_COMPUTE_EX(filecheck-buffer=BUF):-wgpu -compute -shaderobj -allow-glsl
7//TEST(compute):COMPARE_COMPUTE_EX(filecheck-buffer=BUF):-cuda -compute -g0 -allow-glsl
8
9//TEST_INPUT:ubuffer(data=[0x12345678], stride=4):name inputBuffer
10StructuredBuffer<uint> inputBuffer;
11
12//TEST_INPUT:ubuffer(data=[0 0 0 0 0], stride=4):out,name outputBuffer
13RWStructuredBuffer<uint> outputBuffer;
14
15bool verifyResult<T: IFloat> (T expected, T actual, T tolerance)
16{
17    return (expected - tolerance) <= actual && actual <= (expected + tolerance);
18}
19
20bool verifyResultVector<T: IFloat, let N: int>(vector<T, N> expected, vector<T, N> actual, T tolerance = T(0.01))
21{
22    bool isValid = true;
23    for (int i = 0; i < N; ++i)
24        isValid = isValid && verifyResult(expected[i], actual[i], tolerance);
25    return isValid;
26}
27
28[numthreads(1, 1, 1)]
29void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID)
30{
31    uint packed = inputBuffer[0];
32    uint index = 0U;
33
34    //
35    // Test GLSL intrinsics for unpacking floating points.
36    // Packing intrinsics are tested in `tests/hlsl-intrinsic/packed/pack-unpack-float.slang`.
37    //
38
39    float4 u4x8Expected = float4(0.4706, 0.3373, 0.2039, 0.0706);
40    float4 u4x8Float = unpackUnorm4x8(packed);
41    // BUF: 1
42    outputBuffer[index++] = verifyResultVector(u4x8Expected, u4x8Float);
43
44    float4 s4x8Expected = float4(0.9449, 0.6772, 0.4094, 0.1417);
45    float4 s4x8Float = unpackSnorm4x8(packed);
46    // BUF-NEXT: 1
47    outputBuffer[index++] = verifyResultVector(s4x8Expected, s4x8Float);
48
49    float2 u2x16Expected = float2(0.3377, 0.0711);
50    float2 u2x16Float = unpackUnorm2x16(packed);
51    // BUF-NEXT: 1
52    outputBuffer[index++] = verifyResultVector(u2x16Expected, u2x16Float);
53
54    float2 s2x16Expected = float2(0.6756, 0.1422);
55    float2 s2x16Float = unpackSnorm2x16(packed);
56    // BUF-NEXT: 1
57    outputBuffer[index++] = verifyResultVector(s2x16Expected, s2x16Float);
58
59    float2 h2x16Expected = float2(103.5, 0.000757);
60    float2 h2x16Float = unpackHalf2x16(packed);
61    // BUF-NEXT: 1
62    outputBuffer[index++] = verifyResultVector(h2x16Expected, h2x16Float);
63}