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constexpr.slang
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// constexpr.slang
//TEST(compute):COMPARE_COMPUTE_EX:-slang -gcompute -shaderobj
//DISABLED://TEST(compute, vulkan):COMPARE_COMPUTE_EX:-vk -gcompute -shaderobj
//TEST(compute):COMPARE_COMPUTE_EX:-mtl -gcompute -shaderobj
//TEST(compute):COMPARE_COMPUTE_EX:-wgpu -gcompute -shaderobj
//TEST_INPUT: Texture2D(size=4, content = one):name tex
//TEST_INPUT: Sampler:name samp
//TEST_INPUT: ubuffer(data=[0 0], stride=4):out,name outputBuffer
// Note: Vulkan version of this test is disabled pending adding
// support for rendering tests to the harness.
Texture2D tex;
SamplerState samp;
RWStructuredBuffer<float> outputBuffer;
cbuffer Uniforms
{
float4x4 modelViewProjection;
}
struct AssembledVertex
{
float3 position;
float3 color;
float2 uv;
};
struct CoarseVertex
{
float3 color;
float2 uv;
};
struct Fragment
{
float4 color;
};
// Vertex Shader
struct VertexStageInput
{
AssembledVertex assembledVertex : A;
};
struct VertexStageOutput
{
CoarseVertex coarseVertex : CoarseVertex;
float4 sv_position : SV_Position;
};
VertexStageOutput vertexMain(VertexStageInput input)
{
VertexStageOutput output;
float3 position = input.assembledVertex.position;
float3 color = input.assembledVertex.color;
output.coarseVertex.color = color;
output.sv_position = mul(modelViewProjection, float4(position, 1.0));
output.coarseVertex.uv = input.assembledVertex.uv;
return output;
}
// Fragment Shader
struct FragmentStageInput
{
CoarseVertex coarseVertex : CoarseVertex;
};
struct FragmentStageOutput
{
Fragment fragment : SV_Target;
};
FragmentStageOutput fragmentMain(FragmentStageInput input)
{
// The texel offset argument to `Texture2D.Sample` is
// required to be `constexpr`. This test is going to
// check that we correctly propagate this constraint
// backward to the value `a`.
//
// Because the HLSL compiler(s) already do this kind
// of propagation, the only real way to test this
// will be to target Vulkan, where the standard
// GLSL compiler gives an error message rather than
// infer `const`-ness.
uint a = 0;
constexpr uint b = 1;
uint2 ab = uint2(a,b);
FragmentStageOutput output;
float3 color = input.coarseVertex.color;
float2 uv = input.coarseVertex.uv;
output.fragment.color = float4(color, 1.0);
float4 val = float4(color, 1.0);
val = val - 16*tex.Sample(samp, uv, int2(ab));
outputBuffer[0] = 1;
if(val.x < 0)
discard;
outputBuffer[1] = 1;
return output;
}