https://github.com/shader-slang/slang
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Tip revision: af84d85799758234110fc42f0ba5c771dacb5fe3 authored by Tim Foley on 07 February 2020, 16:45:32 UTC
Change handling of strings for HLSL/GLSL targets (#1204)
Tip revision: af84d85
scope-operator.slang
// scope.slang
//TEST(compute):COMPARE_COMPUTE_EX:-slang -compute
//TEST(compute, vulkan):COMPARE_COMPUTE_EX:-vk -compute
//TEST(compute):COMPARE_COMPUTE_EX:-cpu -compute

// Confirm that scoping on enums and types works 

//TEST_INPUT:ubuffer(data=[0 0 0 0], stride=4):out,name=outputBuffer
RWStructuredBuffer<int> outputBuffer;

enum Color
{
    Red,
    Green = 2,
    Blue,
}

struct Thing 
{
    int a; 
    struct Another
    {
        int b;
    }
};

int test(int val)
{
    Color c = Color.Red;

    Thing::Another another;    
    another.b = 20;

    if(val > 1)
    {
        c = Color.Green;
    }

    if(c == Color::Red)
    {
        if(val & 1)
        {
            c = Color::Blue;
        }
    }

    switch(c)
    {
    case Color::Red:
        val = 1;
        break;

    case Color::Green:
        val = 2;
        break;

    case Color::Blue:
        val = 3;
        break;

    default:
        val = -1;
        break;
    }

    return (val << 4) + int(c) + another.b - 20;
}

[numthreads(4, 1, 1)]
void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID)
{
    uint tid = dispatchThreadID.x;

    int val = int(tid);
    val = test(val);

    outputBuffer[tid] = val;
}
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