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
1.5 KiB49 linesraw
1// NOTE we can't test on VK/gl at the moment because we don't support intrinsics over matrices on that target currently
2
3//TEST(compute):COMPARE_COMPUTE_EX:-cpu -compute -shaderobj
4//TEST(compute):COMPARE_COMPUTE_EX:-slang -compute -shaderobj
5//TEST(compute):COMPARE_COMPUTE_EX:-slang -compute -dx12 -shaderobj
6//DISABLE_TEST(compute, vulkan):COMPARE_COMPUTE_EX:-vk -compute -shaderobj
7//TEST(compute, vulkan):COMPARE_COMPUTE_EX:-cuda -compute -shaderobj
8//DISABLE_TEST(compute):COMPARE_COMPUTE:-slang -shaderobj -mtl
9// Not supported in WGSL: Integer matrices
10//DISABLE_TEST(compute):COMPARE_COMPUTE_EX:-wgpu
11
12//TEST_INPUT:ubuffer(data=[0 0 0 0], stride=4):out,name outputBuffer
13RWStructuredBuffer<int> outputBuffer;
14
15int horizontalAdd(int3 v) { return v.x + v.y + v.z; }
16
17[numthreads(4, 1, 1)]
18void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID)
19{
20    int idx = int(dispatchThreadID.x);
21
22    matrix<int, 3, 3> a = { { 0, 1, 2}, {2, 4, 6}, {16, 21, 32}};
23    matrix<int, 3, 3> b = { { 4, 9, -1}, {-2, 4, 2}, {31, -3, 7}};
24
25    matrix<int, 3, 3> t = {};
26    
27    t += max(a, b);
28    t += min(a, b);
29    t += abs(a);
30    t += b % 5;
31
32    {
33        int3 low = int3(3 + idx * 1);
34        int3 high = int3(5 + idx * 2);
35       
36        t += clamp(a, matrix<int, 3, 3>(low, low, low), matrix<int, 3, 3>(high, high, high));
37    }
38       
39    // Access rows and elements, both read and write
40   
41    a[0].x ++;
42    a[1][1] --;
43    a[0] = a[1];
44    a[2].y += b[1].x;
45   
46    t += a;
47   
48    outputBuffer[idx] = horizontalAdd(t[0]) + horizontalAdd(t[1]) + horizontalAdd(t[2]);
49}