vkd3d-shader/hlsl: Parse barriers.

And introduce hlsl_ir_sync to represent them.
This commit is contained in:
Francisco Casas
2025-04-16 00:30:01 +00:00
committed by Henri Verbeet
parent 541060215e
commit 758a4bef09
Notes: Henri Verbeet 2025-05-05 15:28:08 +02:00
Approved-by: Conor McCarthy (@cmccarthy)
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Henri Verbeet (@hverbeet)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/1470
6 changed files with 175 additions and 2 deletions

View File

@@ -0,0 +1,15 @@
[require]
shader model >= 5.0
% This is just a parsing test.
[compute shader todo]
[numthreads(1024, 1, 1)]
void main(uint local_idx : SV_GroupIndex, uint group_id : SV_GroupID)
{
GroupMemoryBarrier();
GroupMemoryBarrierWithGroupSync();
DeviceMemoryBarrier();
DeviceMemoryBarrierWithGroupSync();
AllMemoryBarrier();
AllMemoryBarrierWithGroupSync();
}