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
1.3 KiB44 linesraw
1//TEST_CATEGORY(wave-mask, 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
5// Disabled on VK because glsl can't do WaveReadLaneAt on matrix. 
6//DISABLE_TEST(vulkan):COMPARE_COMPUTE_EX:-vk -compute -shaderobj
7//TEST:COMPARE_COMPUTE_EX:-cuda -compute -shaderobj
8
9//TEST_INPUT:ubuffer(data=[0 0 0 0], stride=4):out,name outputBuffer
10RWStructuredBuffer<int> outputBuffer;
11
12[numthreads(4, 1, 1)]
13void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID)
14{
15    int idx = int(dispatchThreadID.x);
16    
17    const WaveMask mask = 0xf;
18    
19    int value = 0;
20    
21    // Scalar
22    
23    value += WaveMaskBroadcastLaneAt(mask, idx, 1);
24    
25    // vector
26    
27    {
28        float2 v = float2(idx + 1, idx + 2);
29        float2 readValue = WaveMaskBroadcastLaneAt(mask, v, 2);
30        
31        value += int(readValue[0] + readValue[1]);
32    }
33        
34    // matrix
35    {
36        matrix<int, 2, 2> v = matrix<int, 2, 2>(idx, idx - 1, idx * 3, idx - 2);
37        
38        matrix<int, 2, 2> readValue = WaveMaskBroadcastLaneAt(mask, v, 3);
39        
40        value += int(readValue[0][0] + readValue[0][1] + readValue[1][0] + readValue[1][1]);
41    }
42    
43    outputBuffer[idx] = value;
44}