yum-mirror/slang
Making it easier to work with shaders
git clone https://git.yummers.dev/yum-mirror/slang
f02b08490
master
1// atomic-float-byte-address-buffer.slang 2 3//DISABLE_TEST(compute):COMPARE_COMPUTE_EX:-cpu -compute -output-using-type -shaderobj 4//TEST(compute):COMPARE_COMPUTE_EX:-dx11 -slang -compute -render-features atomic-float -output-using-type -nvapi-slot u0 -shaderobj 5//TEST(compute, vulkan):COMPARE_COMPUTE_EX:-vk -compute -render-features atomic-float -output-using-type -shaderobj 6//TEST(compute):COMPARE_COMPUTE_EX:-d3d12 -compute -render-features atomic-float -output-using-type -compile-arg -O2 -nvapi-slot u0 -shaderobj 7//TEST(compute):COMPARE_COMPUTE_EX:-d3d12 -compute -render-features atomic-float -output-using-type -compile-arg -O2 -nvapi-slot u0 -shaderobj 8//TEST(compute):COMPARE_COMPUTE_EX:-cuda -compute -output-using-type -shaderobj 9//TEST(compute):COMPARE_COMPUTE_EX:-mtl -compute -output-using-type -shaderobj 10 11// The test doesn't directly use this, but having this defined makes the 0 slot available if NVAPI is going to be used 12// Only strictly necessary on the D3D11/D3D12 paths 13//TEST_INPUT:ubuffer(data=[0 0 0 0 ], stride=4):name=nvapiBuffer 14RWStructuredBuffer<int> nvapiBuffer; 15 16//TEST_INPUT:ubuffer(data=[1.0 2.0 3.0 4.0], stride=4):out,name=outputBuffer 17RWStructuredBuffer<float> outputBuffer; 18 19//TEST_INPUT:ubuffer(data=[1.0 2.0 3.0 4.0]):name=workBuffer 20RWByteAddressBuffer workBuffer; 21 22//TEST_INPUT:ubuffer(data=[0.7 0.5 0.2 0.6], stride=4):name=anotherBuffer 23RWStructuredBuffer<float> anotherBuffer; 24 25[numthreads(16, 1, 1)] 26void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID) 27{ 28 uint tid = dispatchThreadID.x; 29 int idx = int((tid & 3) ^ (tid >> 2)); 30 31 //const float delta = anotherBuffer[idx & 3]; 32 33 float previousValue = 0; 34 workBuffer.InterlockedAddF32((idx << 2), 1.0f, previousValue); 35 //workBuffer.InterlockedAddF32((idx ^ 2) << 2, 2.0f + delta); 36 37 // The sum of values in anotherBuffer should also be added 38 //int anotherIdx = tid >> 2; 39 //workBuffer.InterlockedAddF32(anotherIdx << 2, delta); 40 41 GroupMemoryBarrierWithGroupSync(); 42 43 if (tid < 4) 44 { 45 outputBuffer[tid] = asfloat(workBuffer.Load(int(tid << 2))); 46 } 47}