diff options
Diffstat (limited to '3rdparty/bgfx/3rdparty/glslang/Test/hlsl.intrinsics.comp')
-rw-r--r-- | 3rdparty/bgfx/3rdparty/glslang/Test/hlsl.intrinsics.comp | 129 |
1 files changed, 129 insertions, 0 deletions
diff --git a/3rdparty/bgfx/3rdparty/glslang/Test/hlsl.intrinsics.comp b/3rdparty/bgfx/3rdparty/glslang/Test/hlsl.intrinsics.comp new file mode 100644 index 00000000000..bce2d27d814 --- /dev/null +++ b/3rdparty/bgfx/3rdparty/glslang/Test/hlsl.intrinsics.comp @@ -0,0 +1,129 @@ + + +groupshared uint gs_ua; +groupshared uint gs_ub; +groupshared uint gs_uc; +groupshared uint2 gs_ua2; +groupshared uint2 gs_ub2; +groupshared uint2 gs_uc2; +groupshared uint3 gs_ua3; +groupshared uint3 gs_ub3; +groupshared uint3 gs_uc3; +groupshared uint4 gs_ua4; +groupshared uint4 gs_ub4; +groupshared uint4 gs_uc4; + +float ComputeShaderFunctionS(float inF0, float inF1, float inF2, uint inU0, uint inU1) +{ + uint out_u1; + + // Don't repeat all the pixel/vertex fns - just one for sanity. + all(inF0); + + // Test atomics + InterlockedAdd(gs_ua, gs_ub); + InterlockedAdd(gs_ua, gs_ub, out_u1); + InterlockedAnd(gs_ua, gs_ub); + InterlockedAnd(gs_ua, gs_ub, out_u1); + InterlockedCompareExchange(gs_ua, gs_ub, gs_uc, out_u1); + InterlockedExchange(gs_ua, gs_ub, out_u1); + InterlockedMax(gs_ua, gs_ub); + InterlockedMax(gs_ua, gs_ub, out_u1); + InterlockedMin(gs_ua, gs_ub); + InterlockedMin(gs_ua, gs_ub, out_u1); + InterlockedOr(gs_ua, gs_ub); + InterlockedOr(gs_ua, gs_ub, out_u1); + InterlockedXor(gs_ua, gs_ub); + InterlockedXor(gs_ua, gs_ub, out_u1); + + // CheckAccessFullyMapped(3); // TODO: ... + + return 0.0; +} + +float1 ComputeShaderFunction1(float1 inF0, float1 inF1, float1 inF2) +{ + // TODO: ... add when float1 prototypes are generated + return 0.0; +} + +float2 ComputeShaderFunction2(float2 inF0, float2 inF1, float2 inF2, uint2 inU0, uint2 inU1) +{ + uint2 out_u2; + + // Don't repeat all the pixel/vertex fns - just one for sanity. + all(inF0); + + // Test atomics + InterlockedAdd(gs_ua2, gs_ub2); + InterlockedAdd(gs_ua2, gs_ub2, out_u2); + InterlockedAnd(gs_ua2, gs_ub2); + InterlockedAnd(gs_ua2, gs_ub2, out_u2); + InterlockedCompareExchange(gs_ua2, gs_ub2, gs_uc2, out_u2); + InterlockedExchange(gs_ua2, gs_ub2, out_u2); + InterlockedMax(gs_ua2, gs_ub2); + InterlockedMax(gs_ua2, gs_ub2, out_u2); + InterlockedMin(gs_ua2, gs_ub2); + InterlockedMin(gs_ua2, gs_ub2, out_u2); + InterlockedOr(gs_ua2, gs_ub2); + InterlockedOr(gs_ua2, gs_ub2, out_u2); + InterlockedXor(gs_ua2, gs_ub2); + InterlockedXor(gs_ua2, gs_ub2, out_u2); + + // TODO: ... add when float1 prototypes are generated + return float2(1,2); +} + +float3 ComputeShaderFunction3(float3 inF0, float3 inF1, float3 inF2, uint3 inU0, uint3 inU1) +{ + uint3 out_u3; + + // Don't repeat all the pixel/vertex fns - just one for sanity. + all(inF0); + + // Test atomics + InterlockedAdd(gs_ua3, gs_ub3); + InterlockedAdd(gs_ua3, gs_ub3, out_u3); + InterlockedAnd(gs_ua3, gs_ub3); + InterlockedAnd(gs_ua3, gs_ub3, out_u3); + InterlockedCompareExchange(gs_ua3, gs_ub3, gs_uc3, out_u3); + InterlockedExchange(gs_ua3, gs_ub3, out_u3); + InterlockedMax(gs_ua3, gs_ub3); + InterlockedMax(gs_ua3, gs_ub3, out_u3); + InterlockedMin(gs_ua3, gs_ub3); + InterlockedMin(gs_ua3, gs_ub3, out_u3); + InterlockedOr(gs_ua3, gs_ub3); + InterlockedOr(gs_ua3, gs_ub3, out_u3); + InterlockedXor(gs_ua3, gs_ub3); + InterlockedXor(gs_ua3, gs_ub3, out_u3); + + // TODO: ... add when float1 prototypes are generated + return float3(1,2,3); +} + +float4 ComputeShaderFunction(float4 inF0, float4 inF1, float4 inF2, uint4 inU0, uint4 inU1) +{ + uint4 out_u4; + + // Don't repeat all the pixel/vertex fns - just one for sanity. + all(inF0); + + // Test atomics + InterlockedAdd(gs_ua4, gs_ub4); + InterlockedAdd(gs_ua4, gs_ub4, out_u4); + InterlockedAnd(gs_ua4, gs_ub4); + InterlockedAnd(gs_ua4, gs_ub4, out_u4); + InterlockedCompareExchange(gs_ua4, gs_ub4, gs_uc4, out_u4); + InterlockedExchange(gs_ua4, gs_ub4, out_u4); + InterlockedMax(gs_ua4, gs_ub4); + InterlockedMax(gs_ua4, gs_ub4, out_u4); + InterlockedMin(gs_ua4, gs_ub4); + InterlockedMin(gs_ua4, gs_ub4, out_u4); + InterlockedOr(gs_ua4, gs_ub4); + InterlockedOr(gs_ua4, gs_ub4, out_u4); + InterlockedXor(gs_ua4, gs_ub4); + InterlockedXor(gs_ua4, gs_ub4, out_u4); + + // TODO: ... add when float1 prototypes are generated + return float4(1,2,3,4); +} |