yum-mirror/slang
Making it easier to work with shaders
git clone https://git.yummers.dev/yum-mirror/slang
f02b08490
master
1// This is similar to wave-lane-at.slang but tests more limited supported types for vk. 2// We have this 'simple' test, because we can't do matrix (or imat) operations on GLSL/Vk target 3 4//TEST_CATEGORY(wave-mask, compute) 5//TEST:COMPARE_COMPUTE_EX:-slang -compute -dx12 -profile cs_6_0 -shaderobj -render-feature hardware-device 6//TEST:COMPARE_COMPUTE_EX:-cuda -compute -profile cs_6_0 -shaderobj -render-feature hardware-device 7//TEST(vulkan):COMPARE_COMPUTE_EX:-vk -compute -shaderobj 8 9//TEST_INPUT:ubuffer(data=[0 0 0 0], stride=4):out,name outputBuffer 10RWStructuredBuffer<int> outputBuffer; 11 12// `The input lane index must be uniform across the wave.`. 13// The same restriction applies to glsl/SPIR-V 1.5 14// So we are going to use the input buffer to achieve this. 15 16//TEST_INPUT:ubuffer(data=[1 2 3 0], stride=4):name inputBuffer 17RWStructuredBuffer<int> inputBuffer; 18 19[numthreads(4, 1, 1)] 20void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID) 21{ 22 WaveMask mask = 0xf; 23 24 int idx = int(dispatchThreadID.x); 25 26 int value = 0; 27 28 for (int i = 0; i < 4; ++i) 29 { 30 // Scalar 31 32 // The landId is 'dynamic' but it also uniform across the wave (as required by spec) 33 const int laneId = inputBuffer[i]; 34 35 value += WaveMaskReadLaneAt(mask, idx, laneId); 36 37 // vector 38 39 { 40 float2 v = float2(idx + 1, idx + 2); 41 float2 readValue = WaveMaskReadLaneAt(mask, v, (laneId + 1) & 3); 42 43 value += int(readValue[0] + readValue[1]); 44 } 45 } 46 47 outputBuffer[idx] = value; 48}