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dynamic-dispatch-13.slang
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// Test using interface typed shader parameters wrapped inside a `StructuredBuffer`.
//TEST(compute):COMPARE_COMPUTE:-cpu -shaderobj
//TEST(compute):COMPARE_COMPUTE:-dx11
//TEST(compute):COMPARE_COMPUTE:-vk
//TEST(compute):COMPARE_COMPUTE:-cuda -shaderobj
[anyValueSize(8)]
interface IInterface
{
int run(int input);
}
// Specialize gCb1, but not gCb2
//TEST_INPUT:ubuffer(data=[0 0 0 0], stride=4):out,name=gOutputBuffer
RWStructuredBuffer<int> gOutputBuffer;
//TEST_INPUT: set gCb = new StructuredBuffer<IInterface>{new MyImpl{1}};
RWStructuredBuffer<IInterface> gCb;
//TEST_INPUT: set gCb1 = new StructuredBuffer<IInterface>{new MyImpl{1}, new MyImpl2{2}};
RWStructuredBuffer<IInterface> gCb1;
[numthreads(4, 1, 1)]
void computeMain(int3 dispatchThreadID : SV_DispatchThreadID)
{
let tid = dispatchThreadID.x;
let inputVal : int = tid;
IInterface v0 = gCb.Load(0);
IInterface v1 = gCb1[0];
let outputVal = v0.run(inputVal) + v1.run(inputVal);
gOutputBuffer[tid] = outputVal;
}
// 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;
}
};
export struct MyImpl2 : IInterface
{
int val;
int run(int input)
{
return input - val;
}
};