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dynamic-dispatch-11.slang
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// Test using interface typed shader parameters with dynamic dispatch.
// TODO: This test has been disabled because it relies on
// `ConstantBuffer<IInterface>` which we expect to change
// implementation approaches for soon.
//DISABLE_TEST(compute):COMPARE_COMPUTE:-dx11 -shaderobj
//DISABLE_TEST(compute):COMPARE_COMPUTE:-vk -shaderobj
//DISABLE_TEST(compute):COMPARE_COMPUTE:-cpu -xslang -disable-specialization -shaderobj
//DISABLE_TEST(compute):COMPARE_COMPUTE:-cuda -xslang -disable-specialization -shaderobj
[anyValueSize(8)]
interface IInterface
{
int run(int input);
}
//TEST_INPUT:ubuffer(data=[0 0 0 0], stride=4):out,name=gOutputBuffer
RWStructuredBuffer<int> gOutputBuffer;
//TEST_INPUT:cbuffer(data=[rtti(MyImpl) witness(MyImpl, IInterface) 1 0], stride=4):name=gCb
ConstantBuffer<IInterface> gCb;
[numthreads(4, 1, 1)]
void computeMain(uint3 dispatchThreadID : SV_DispatchThreadID)
{
let tid = dispatchThreadID.x;
let inputVal : int = tid;
let outputVal = gCb.run(inputVal);
gOutputBuffer[tid] = outputVal;
}
// No type input for dynamic dispatch //TEST_INPUT: globalExistentialType MyImpl
// Type must be marked `public` to ensure it is visible in the generated DLL.
export struct MyImpl : IInterface
{
int val;
int run(int input)
{
return input + val;
}
};