yum-mirror/slang

Making it easier to work with shaders

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

Jay KwakPrepare VulkanSDK release Oct 2025 (#8525)db44c1b73

master
2.6 KiB83 linesraw
1//TEST:SIMPLE(filecheck=CHECK): -target spirv -stage compute -entry computeMain
2//TEST:SIMPLE(filecheck=CHECK): -target spirv -stage compute -entry computeMain -DIS_DEFAULT
3
4// To intentionally fill up binding slots
5[[vk::binding(0, 1)]]
6RWTexture1D<float> t1;
7
8[[vk::binding(0, 2)]]
9RWTexture1D<float> t2;
10
11[[vk::binding(0, 4)]]
12RWTexture1D<float> t3;
13
14[[vk::binding(1, 4)]]
15Texture1D<float> t4;
16
17//CHECK-DAG: OpDecorate %__slang_resource_heap{{.*}} Binding 0
18//CHECK-DAG: OpDecorate %__slang_resource_heap{{.*}} Binding 1
19//CHECK-DAG: OpDecorate %__slang_resource_heap{{.*}} Binding 2
20//CHECK-DAG: OpConvertUToAccelerationStructureKHR
21
22//CHECK-NOT: OpDecorate %__slang_resource_heap{{.*}} Binding 3
23//CHECK-NOT: OpDecorate %__slang_resource_heap{{.*}} Binding 4
24//CHECK-NOT: OpDecorate %__slang_resource_heap{{.*}} Binding 5
25//CHECK-NOT: OpDecorate %__slang_resource_heap{{.*}} Binding 6
26//CHECK-NOT: OpDecorate %__slang_resource_heap{{.*}} Binding 7
27//CHECK-NOT: OpDecorate %__slang_resource_heap{{.*}} Binding 8
28//CHECK-NOT: OpDecorate %__slang_resource_heap{{.*}} Binding 9
29
30#ifndef IS_DEFAULT
31export T getDescriptorFromHandle<T:IOpaqueDescriptor>(DescriptorHandle<T> handleValue)
32{
33    return defaultGetDescriptorFromHandle(handleValue, BindlessDescriptorOptions.VkMutable);
34}
35#endif
36
37uniform SamplerState.Handle sampler;
38uniform Sampler1DShadow.Handle combinedSampler;
39uniform Texture1D<float>.Handle texture;
40uniform RWTexture1D<float>.Handle rwTexture1;
41uniform RWTexture2D<float>.Handle rwTexture2;
42uniform Buffer<float>.Handle texelBuffer;
43uniform RWBuffer<float>.Handle rwTexelBuffer;
44
45struct Data
46{
47    float v;
48}
49uniform ConstantBuffer<Data>.Handle buffer1;
50uniform StructuredBuffer<float>.Handle buffer2;
51uniform RWStructuredBuffer<float>.Handle rwBuffer;
52uniform RaytracingAccelerationStructure.Handle rayAcceleration;
53
54[numthreads(2,2,1)]
55[shader("compute")]
56void computeMain()
57{
58
59    t1[0] = t2[0] + t2[0] + t4[0];
60    t1[2] = t4.Sample(sampler, 0);
61    t1[8] = combinedSampler.Sample(0);
62    t1[0] = texture[0];
63    t1[11] = rwTexture1[0];
64    t1[12] = rwTexture2[0];
65    t1[10] = texelBuffer[0];
66    t1[9] = rwTexelBuffer[0];
67    t1[4] = (*buffer1).v;
68    t1[6] = buffer2[0];
69    t1[0] += rwBuffer[0];
70
71    RayDesc ray;
72    ray.Origin = float3(0.1f, 0.1f, 0.0f);
73    ray.Direction = float3(0.0f, 0.0f, 1.0f);
74    ray.TMin = 0.0f;
75    ray.TMax = 100.0f;
76    RayQuery<RAY_FLAG_FORCE_NON_OPAQUE> rq;
77    rq.TraceRayInline(rayAcceleration, RAY_FLAG_FORCE_NON_OPAQUE, 0xff, ray);
78    bool proceed = rq.Proceed();
79    rq.CommitNonOpaqueTriangleHit();
80    rq.Abort();
81    t1[13] = (float)rq.RayFlags();
82
83}