https://github.com/shader-slang/slang
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Tip revision: b00e2dc8e777a481f79c5c4fea4d1d0481fc445e authored by jsmall-nvidia on 16 July 2021, 12:59:50 UTC
Upgrade glslang to 11.5.0 (#1910)
Tip revision: b00e2dc
classify-double.slang
//TEST(compute):COMPARE_COMPUTE_EX:-cpu -compute -shaderobj
//TEST(compute):COMPARE_COMPUTE_EX:-slang -compute -shaderobj
//TEST(compute):COMPARE_COMPUTE_EX:-slang -compute -dx12 -shaderobj
//TEST(compute, vulkan):COMPARE_COMPUTE_EX:-vk -compute -shaderobj -render-feature double
//TEST(compute, vulkan):COMPARE_COMPUTE_EX:-cuda -compute -shaderobj

// inf, -inf, nan, finite
//TEST_INPUT:ubuffer(data=[ 0 0x7ff00000 0 0xfff00000 0xffffffff 0x7fffffff 1 0], stride=4):name inputBuffer
RWStructuredBuffer<uint> inputBuffer;

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

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

    uint low = inputBuffer[idx * 2 + 0];
    uint high = inputBuffer[idx * 2 + 1];

    double v = asdouble(low, high);
    
    int flags = 0;
    
    flags |= isnan(v) ? 1 : 0;
    flags |= isfinite(v) ? 2 : 0;
    flags |= isinf(v) ? 4 : 0;
    
    outputBuffer[idx] = flags;
}
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