glsl-bool-ops.slang
// glsl-bool-ops.slang
// This test exists to ensure that binary operations on
// vectors of `bool` produce correct GLSL/SPIR-V output.
//TEST(compute):COMPARE_COMPUTE:-dx11 -compute -shaderobj
//TEST(compute):COMPARE_COMPUTE:-vk -compute -shaderobj
uint test(uint val)
{
bool2 a = val > uint2(0);
bool2 b = (val & uint2(1)) == 0;
bool2 c = val < uint2(3);
bool2 d = a && b;
bool2 e = a || c;
bool2 f = !(a & b);
bool2 g = a | c;
bool2 h = a ^ c;
uint2 t = 0;
t = t*2 + d;
t = t*2 + e;
t = t*2 + f;
t = t*2 + g;
t = t*2 + h;
uint result = 0;
result = result*256 + t.x;
result = result*256 + t.y;
return result;
}
//TEST_INPUT:ubuffer(data=[0 0 0 0], stride=4):out,name outputBuffer
RWStructuredBuffer<uint> outputBuffer;
[numthreads(4, 1, 1)]
void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID)
{
uint tid = dispatchThreadID.x;
outputBuffer[tid] = test(tid);
}