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//TEST_CATEGORY(wave, compute) 4//TEST:COMPARE_COMPUTE_EX:-slang -compute -dx12 -profile cs_6_0 -shaderobj -render-feature hardware-device 5//TEST:COMPARE_COMPUTE_EX:-cuda -compute -profile cs_6_0 -shaderobj -render-feature hardware-device 6//TEST(vulkan):COMPARE_COMPUTE_EX:-vk -compute -shaderobj 7//TEST:COMPARE_COMPUTE_EX:-wgpu -compute -shaderobj 8//TEST:COMPARE_COMPUTE_EX:-metal -compute -shaderobj 9 10//TEST_INPUT:ubuffer(data=[0 0 0 0], stride=4):out,name outputBuffer 11RWStructuredBuffer<int> outputBuffer; 12 13// `The input lane index must be uniform across the wave.`. 14// The same restriction applies to glsl/SPIR-V 1.5 15// So we are going to use the input buffer to achieve this. 16 17//TEST_INPUT:ubuffer(data=[1 2 3 0], stride=4):name inputBuffer 18RWStructuredBuffer<int> inputBuffer; 19 20[numthreads(4, 1, 1)] 21void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID) 22{ 23 int idx = int(dispatchThreadID.x); 24 25 int value = 0; 26 27 for (int i = 0; i < 4; ++i) 28 { 29 // Scalar 30 31 // The landId is 'dynamic' but it also uniform across the wave (as required by spec) 32 const int laneId = inputBuffer[i]; 33 34 value += WaveReadLaneAt(idx, laneId); 35 36 // vector 37 38 { 39 float2 v = float2(idx + 1, idx + 2); 40 float2 readValue = WaveReadLaneAt(v, (laneId + 1) & 3); 41 42 value += int(readValue[0] + readValue[1]); 43 } 44 } 45 46 outputBuffer[idx] = value; 47}