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
1.7 KiB38 linesraw
1//TEST_CATEGORY(wave, compute)
2//DISABLE_TEST:COMPARE_COMPUTE_EX:-cpu -compute -shaderobj
3//DISABLE_TEST:COMPARE_COMPUTE_EX:-slang -compute -shaderobj
4//TEST:COMPARE_COMPUTE_EX:-slang -compute -dx12 -profile cs_6_0 -shaderobj -render-feature hardware-device
5//DISABLE_TEST(vulkan):COMPARE_COMPUTE_EX:-vk -compute -shaderobj
6//TEST:COMPARE_COMPUTE_EX:-cuda -compute -capability cuda_sm_7_0 -shaderobj
7
8//TEST_INPUT:ubuffer(data=[0 0 0 0 0 0 0 0], stride=4):out,name outputBuffer
9RWStructuredBuffer<int> outputBuffer;
10
11[numthreads(8, 1, 1)]
12void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID)
13{
14    const int idx = int(dispatchThreadID.x);
15    
16    // NOTE! dxc only supports bit ops on uint and associated types NOT int
17    // Also GLSL does not have built in support for int matrices. So we'll just try with float for now    
18    // GLSL does not support matrix types for Wave like intrinsics   
19       
20    matrix<int, 2, 2> v0 = matrix<int, 2, 2>(idx + 1, idx + 2, idx + 3, idx + 4);   
21    matrix<float, 2, 2> v1 = matrix<float, 2, 2>(v0) + matrix<float, 2, 2>(1, 1, 1, 1);
22    
23    
24    matrix<uint, 2, 2> uv0 = matrix<uint, 2, 2>(v0[0][0], v0[0][1], v0[1][0], v0[0][1]);
25    
26    matrix<int, 2, 2> r0 = WaveActiveSum(v0);
27    matrix<float, 2, 2> r1 = WaveActiveSum(v1);
28    matrix<uint, 2, 2> r2 = WaveActiveBitXor(uv0);
29    matrix<uint, 2, 2> r3 = WaveActiveBitOr(uv0);
30    matrix<uint, 2, 2> r4 = WaveActiveBitAnd(uv0);
31    
32    matrix<uint, 2, 2> r5 = r2 + r3 + r4;
33    matrix<int, 2, 2> r6 = matrix<int, 2, 2>(int(r5[0][0]), int(r5[0][1]), int(r5[1][0]), int(r5[1][1])); 
34    
35    matrix<int, 2, 2> r = r0 + matrix<int, 2, 2>(r1) + r6;
36   
37    outputBuffer[idx] = r[0][0] + r[0][1] + r[1][0] + r[1][1];
38}