https://github.com/shader-slang/slang
Tip revision: 167300eef147f3008876516a6464196458518ccc authored by Yong He on 11 February 2022, 20:56:17 UTC
gfx: Various Vulkan fixes. (#2129)
gfx: Various Vulkan fixes. (#2129)
Tip revision: 167300e
bool-op.slang
// enum.slang
//TEST(compute):COMPARE_COMPUTE_EX:-slang -compute -shaderobj
//TEST(compute, vulkan):COMPARE_COMPUTE_EX:-vk -compute -shaderobj
// Confirm operations that produce bools - such as comparisons, or && ||, ! work correctly
//TEST_INPUT:ubuffer(data=[0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0], stride=4):out,name outputBuffer
RWStructuredBuffer<int> outputBuffer;
[numthreads(16, 1, 1)]
void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID)
{
uint tid = dispatchThreadID.x;;
uint uv = tid;
int iv = int(tid);
bool2 bv2 = { tid & 1, tid > 10 };
float2 f2 = { float(tid), float(tid + 1) };
bool bv = tid > 6;
let not_bv2 = !bv2;
int r = 0;
if (bv)
{
r |= 0x0001;
}
if (!bv)
{
r |= 0x0002;
}
if (iv)
{
r|= 0x0004;
}
if (!iv)
{
r|= 0x0008;
}
if (uv)
{
r |= 0x0010;
}
if (!uv)
{
r |= 0x0020;
}
if (all(bv2))
{
r |= 0x0040;
}
if (all(not_bv2))
{
r |= 0x0080;
}
if (any(!f2))
{
r |= 0x0100;
}
// TODO(JS): Support on GLSL targets
// This doesn't currently work on GLSL targets, and because there
// do not appear to be any vector bitwise operations. Could be achieved
// by deconstructing, and reconstructing the vec result
/* if (all(f2 || bv2))
{
r |= 0x0200;
} */
outputBuffer[tid] = r;
}