https://github.com/shader-slang/slang
Tip revision: a82779887bf6f908c6759e539a35a1872892069e authored by jsmall-nvidia on 03 December 2020, 17:55:29 UTC
Added miniz Visual Studio Project (#1623)
Added miniz Visual Studio Project (#1623)
Tip revision: a827798
interface-shader-param-in-struct.slang
// interface-shader-param-in-struct.slang
// This test puts interface-type shader parameters
// inside of structure types to make sure that works
//TEST(compute):COMPARE_COMPUTE_EX:-slang -compute
//TEST(compute):COMPARE_COMPUTE_EX:-slang -compute -dx12 -profile sm_6_0 -use-dxil
//TEST(compute, vulkan):COMPARE_COMPUTE_EX:-vk -compute
// A lot of the setup is the same as for `interface-shader-param`,
// so look there if you want the comments.
interface IRandomNumberGenerator
{
[mutating]
int randomInt();
}
interface IRandomNumberGenerationStrategy
{
associatedtype Generator : IRandomNumberGenerator;
Generator makeGenerator(int seed);
}
interface IModifier
{
int modify(int val);
}
int test(
int seed,
IRandomNumberGenerationStrategy inStrategy,
IModifier modifier)
{
let strategy = inStrategy;
var generator = strategy.makeGenerator(seed);
let unused = generator.randomInt();
let val = generator.randomInt();
let modifiedVal = modifier.modify(val);
return modifiedVal;
}
//TEST_INPUT:ubuffer(data=[0 0 0 0], stride=4):out
RWStructuredBuffer<int> gOutputBuffer;
// Note: even though `C` doesn't include any
// uniform/ordinary dat as declared, it gets a
// constant buffer allocated for it because
// there is no way to rule out the possibility
// that it *will* contain uniform/ordinary data
// after specialization.
//
//TEST_INPUT:cbuffer(data=[0 0 0 0 0 0 0 0]):
cbuffer C
{
IRandomNumberGenerationStrategy gStrategy;
}
struct Stuff
{
IModifier modifier;
int extra;
}
// Note: the data for global-scope existential parameters
// is being introduced *before* the entry point declaration,
// because the default policy used by `slangc` (which the
// render test also uses) is to specialize the parameters at
// the global scope (producing a new layout) and then compose
// that specialized global scope with the entry point.
//
// (The net result is that data related to global-scope
// specialization always precedes the data for entry point
// parameters in these tests today)
//
//TEST_INPUT: globalExistentialType MyStrategy
//TEST_INPUT:ubuffer(data=[1 2 4 8], stride=4):
[numthreads(4, 1, 1)]
void computeMain(
//TEST_INPUT:root_constants(data=[0 0 0 0 0 0 0 0 256]):
uniform Stuff stuff,
uint3 dispatchThreadID : SV_DispatchThreadID)
{
let tid = dispatchThreadID.x;
let inputVal : int = tid;
let outputVal = test(inputVal, gStrategy, stuff.modifier)
+ stuff.extra*stuff.extra;
gOutputBuffer[tid] = outputVal;
}
// Okay, now we get to the part that is unique starting
// in this test: we add data to the concrete types
// that we will use as parameters.
struct MyStrategy : IRandomNumberGenerationStrategy
{
RWStructuredBuffer<int> globalSeeds;
struct Generator : IRandomNumberGenerator
{
int state;
[mutating]
int randomInt()
{
return state++;
}
}
Generator makeGenerator(int seed)
{
Generator generator = { globalSeeds[seed] };
return generator;
}
}
struct MyModifier : IModifier
{
RWStructuredBuffer<int> localModifiers;
int modify(int val)
{
return val ^ localModifiers[val & 3];
}
}
//TEST_INPUT: entryPointExistentialType MyModifier
//TEST_INPUT:ubuffer(data=[16 32 64 128], stride=4):