https://github.com/shader-slang/slang
Tip revision: d934bbcc5702ebd8964f65b1708c239c29320103 authored by Yong He on 10 April 2023, 21:36:39 UTC
Fix inlining. (#2786)
Fix inlining. (#2786)
Tip revision: d934bbc
wave-shuffle.slang
//TEST_CATEGORY(wave, compute)
//DISABLE_TEST:COMPARE_COMPUTE_EX:-cpu -compute
//DISABLE_TEST:COMPARE_COMPUTE_EX:-slang -compute
//Disabled on D3D, because in general WaveShuffle requires hardware that doesn't have the 'uniform laneId across Wave' restriction.
//DISABLE_TEST:COMPARE_COMPUTE_EX:-slang -compute -dx12 -use-dxil -profile cs_6_0
// Disabled because vk doesn't currently support matrix types. See wave-shuffle-vk.slang
//DISABLE_TEST(vulkan):COMPARE_COMPUTE_EX:-vk -compute
//TEST:COMPARE_COMPUTE_EX:-cuda -compute -render-features cuda_sm_7_0
//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);
int value = 0;
// Scalar
value += WaveShuffle(idx, (idx + 1) & 3);
// vector
{
float2 v = float2(idx + 1, idx + 2);
float2 readValue = WaveShuffle(v, (idx - 1) & 3);
value += int(readValue[0] + readValue[1]);
}
// matrix
{
matrix<int, 2, 2> v = matrix<int, 2, 2>(idx, idx - 1, idx * 3, idx - 2);
matrix<int, 2, 2> readValue = WaveShuffle(v, (idx - 1) & 3);
value += int(readValue[0][0] + readValue[0][1] + readValue[1][0] + readValue[1][1]);
}
outputBuffer[idx] = value;
}