https://github.com/shader-slang/slang
Tip revision: 8487678d6504459935fec07886d2e53ed688ac2f authored by jsmall-nvidia on 08 October 2022, 22:48:34 UTC
Fixes around byte decode lite (#2438)
Fixes around byte decode lite (#2438)
Tip revision: 8487678
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) != 0, 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 != 0)
{
r|= 0x0004;
}
if (!bool(iv))
{
r|= 0x0008;
}
if (uv != 0)
{
r |= 0x0010;
}
if (!bool(uv))
{
r |= 0x0020;
}
if (all(bv2))
{
r |= 0x0040;
}
if (all(not_bv2))
{
r |= 0x0080;
}
if (any(!bool2(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;
}