// This is similar to wave-lane-at.slang but tests more limited supported types for vk. // We have this 'simple' test, because we can't do matrix (or imat) operations on GLSL/Vk target //TEST_CATEGORY(wave, compute) //TEST:COMPARE_COMPUTE_EX:-slang -compute -dx12 -profile cs_6_0 -shaderobj -render-feature hardware-device //TEST:COMPARE_COMPUTE_EX:-cuda -compute -profile cs_6_0 -shaderobj -render-feature hardware-device //TEST(vulkan):COMPARE_COMPUTE_EX:-vk -compute -shaderobj //TEST:COMPARE_COMPUTE_EX:-wgpu -compute -shaderobj //TEST:COMPARE_COMPUTE_EX:-metal -compute -shaderobj //TEST_INPUT:ubuffer(data=[0 0 0 0], stride=4):out,name outputBuffer RWStructuredBuffer outputBuffer; // `The input lane index must be uniform across the wave.`. // The same restriction applies to glsl/SPIR-V 1.5 // So we are going to use the input buffer to achieve this. //TEST_INPUT:ubuffer(data=[1 2 3 0], stride=4):name inputBuffer RWStructuredBuffer inputBuffer; [numthreads(4, 1, 1)] void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID) { int idx = int(dispatchThreadID.x); int value = 0; for (int i = 0; i < 4; ++i) { // Scalar // The landId is 'dynamic' but it also uniform across the wave (as required by spec) const int laneId = inputBuffer[i]; value += WaveReadLaneAt(idx, laneId); // vector { float2 v = float2(idx + 1, idx + 2); float2 readValue = WaveReadLaneAt(v, (laneId + 1) & 3); value += int(readValue[0] + readValue[1]); } } outputBuffer[idx] = value; }