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vkd3d-shader/hlsl: Parse barriers.
And introduce hlsl_ir_sync to represent them.
This commit is contained in:
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
15
tests/hlsl/barriers.shader_test
Normal file
15
tests/hlsl/barriers.shader_test
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@@ -0,0 +1,15 @@
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[require]
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shader model >= 5.0
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% This is just a parsing test.
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[compute shader todo]
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[numthreads(1024, 1, 1)]
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void main(uint local_idx : SV_GroupIndex, uint group_id : SV_GroupID)
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{
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GroupMemoryBarrier();
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GroupMemoryBarrierWithGroupSync();
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DeviceMemoryBarrier();
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DeviceMemoryBarrierWithGroupSync();
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AllMemoryBarrier();
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AllMemoryBarrierWithGroupSync();
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}
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