tests/hlsl: Add wave op tests.

This commit is contained in:
Conor McCarthy 2024-04-16 14:30:12 +10:00 committed by Alexandre Julliard
parent 6cf065e7fd
commit d5c6e12dd3
Notes: Alexandre Julliard 2024-04-22 23:37:56 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/795
4 changed files with 820 additions and 0 deletions

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@ -231,6 +231,8 @@ vkd3d_shader_tests = \
tests/hlsl/vector-indexing-uniform.shader_test \ tests/hlsl/vector-indexing-uniform.shader_test \
tests/hlsl/vector-indexing.shader_test \ tests/hlsl/vector-indexing.shader_test \
tests/hlsl/vertex-shader-ops.shader_test \ tests/hlsl/vertex-shader-ops.shader_test \
tests/hlsl/wave-ops-float.shader_test \
tests/hlsl/wave-ops-uint.shader_test \
tests/hlsl/writemask-assignop-0.shader_test \ tests/hlsl/writemask-assignop-0.shader_test \
tests/hlsl/writemask-assignop-1.shader_test \ tests/hlsl/writemask-assignop-1.shader_test \
tests/hlsl/writemask-assignop-2.shader_test \ tests/hlsl/writemask-assignop-2.shader_test \

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@ -0,0 +1,459 @@
[require]
shader model >= 6.0
[uav 0]
format r32g32b32a32 float
size (buffer, 4)
3.5 1.0 4.0 2.5
3.5 1.0 4.0 2.5
3.5 1.5 4.0 2.5
3.5 1.0 4.5 2.5
[uav 1]
format r32g32b32a32 uint
size (buffer, 8)
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
[compute shader]
RWBuffer<float4> u0;
RWBuffer<uint4> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
bool4 b = WaveActiveAllEqual(u0[id]);
u1[id] = uint4(b.x, b.y, b.z, b.w);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rgbaui (1, 0, 0, 1)
probe uav 1 (1) rgbaui (1, 0, 0, 1)
probe uav 1 (2) rgbaui (1, 0, 0, 1)
probe uav 1 (3) rgbaui (1, 0, 0, 1)
[compute shader]
RWBuffer<float4> u0;
RWBuffer<uint4> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
bool any = u0[id].y == 1.5f;
bool all = u0[id].x == 3.5f;
bool none = u0[id].z == 3.0f;
u1[id] = uint4(WaveActiveAnyTrue(any), WaveActiveAnyTrue(all), WaveActiveAnyTrue(none), 0);
u1[4 + id] = uint4(WaveActiveAllTrue(any), WaveActiveAllTrue(all), WaveActiveAllTrue(none), 0);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rgbaui (1, 1, 0, 0)
probe uav 1 (1) rgbaui (1, 1, 0, 0)
probe uav 1 (2) rgbaui (1, 1, 0, 0)
probe uav 1 (3) rgbaui (1, 1, 0, 0)
probe uav 1 (4) rgbaui (0, 1, 0, 0)
probe uav 1 (5) rgbaui (0, 1, 0, 0)
probe uav 1 (6) rgbaui (0, 1, 0, 0)
probe uav 1 (7) rgbaui (0, 1, 0, 0)
[compute shader]
RWBuffer<float4> u0;
RWBuffer<uint4> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
bool b = u0[id].y < 1.5;
u1[id] = WaveActiveBallot(b);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rgbaui (0xb, 0, 0, 0)
[uav 1]
format r32g32b32a32 float
size (buffer, 8)
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
[compute shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
float4 f = u0[id] + u0[id ^ 1];
u1[id] = WaveReadLaneFirst(f);
u1[4 + id] = WaveReadLaneAt(f, 3);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rgba (7.0, 2.0, 8.0, 5.0)
probe uav 1 (1) rgba (7.0, 2.0, 8.0, 5.0)
probe uav 1 (2) rgba (7.0, 2.0, 8.0, 5.0)
probe uav 1 (3) rgba (7.0, 2.0, 8.0, 5.0)
probe uav 1 (4) rgba (7.0, 2.5, 8.5, 5.0)
probe uav 1 (5) rgba (7.0, 2.5, 8.5, 5.0)
probe uav 1 (6) rgba (7.0, 2.5, 8.5, 5.0)
probe uav 1 (7) rgba (7.0, 2.5, 8.5, 5.0)
[compute shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
u1[id] = WaveActiveSum(u0[id]);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rgba (14.0, 4.5, 16.5, 10.0)
probe uav 1 (1) rgba (14.0, 4.5, 16.5, 10.0)
probe uav 1 (2) rgba (14.0, 4.5, 16.5, 10.0)
probe uav 1 (3) rgba (14.0, 4.5, 16.5, 10.0)
[compute shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
u1[id] = WaveActiveProduct(u0[id]);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rgba (150.0625, 1.5, 288.0, 39.0625)
probe uav 1 (1) rgba (150.0625, 1.5, 288.0, 39.0625)
probe uav 1 (2) rgba (150.0625, 1.5, 288.0, 39.0625)
probe uav 1 (3) rgba (150.0625, 1.5, 288.0, 39.0625)
[compute shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
u1[id] = WaveActiveMin(u0[id]);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rgba (3.5, 1.0, 4.0, 2.5)
probe uav 1 (1) rgba (3.5, 1.0, 4.0, 2.5)
probe uav 1 (2) rgba (3.5, 1.0, 4.0, 2.5)
probe uav 1 (3) rgba (3.5, 1.0, 4.0, 2.5)
[compute shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
u1[id] = WaveActiveMax(u0[id]);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rgba (3.5, 1.5, 4.5, 2.5)
probe uav 1 (1) rgba (3.5, 1.5, 4.5, 2.5)
probe uav 1 (2) rgba (3.5, 1.5, 4.5, 2.5)
probe uav 1 (3) rgba (3.5, 1.5, 4.5, 2.5)
[compute shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
u1[id] = WavePrefixSum(u0[id]);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rgba (0.0, 0.0, 0.0, 0.0)
probe uav 1 (1) rgba (3.5, 1.0, 4.0, 2.5)
probe uav 1 (2) rgba (7.0, 2.0, 8.0, 5.0)
probe uav 1 (3) rgba (10.5, 3.5, 12.0, 7.5)
[compute shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
u1[id] = WavePrefixProduct(u0[id]);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rgba (1.0, 1.0, 1.0, 1.0)
probe uav 1 (1) rgba (3.5, 1.0, 4.0, 2.5)
probe uav 1 (2) rgba (12.25, 1.0, 16.0, 6.25)
probe uav 1 (3) rgba (42.875, 1.5, 64.0, 15.625)
[uav 0]
format r32g32b32a32 float
size (buffer, 4)
0.25 0.50 0.75 1.00
0.50 0.25 1.00 0.75
0.75 1.00 0.50 0.25
1.00 0.75 0.25 0.50
[compute shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
uint i = WaveGetLaneIndex() % 4;
float4 f = u0[i];
u1[i] = QuadReadAcrossX(f);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rgba (0.5, 0.25, 1.0, 0.75)
probe uav 1 (1) rgba (0.25, 0.5, 0.75, 1.0)
probe uav 1 (2) rgba (1.0, 0.75, 0.25, 0.5)
probe uav 1 (3) rgba (0.75, 1.0, 0.5, 0.25)
[compute shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
uint i = WaveGetLaneIndex() % 4;
float4 f = u0[i];
// Constant lane id.
u1[i] = QuadReadLaneAt(f, 2);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rgba (0.75, 1.0, 0.5, 0.25)
probe uav 1 (1) rgba (0.75, 1.0, 0.5, 0.25)
probe uav 1 (2) rgba (0.75, 1.0, 0.5, 0.25)
probe uav 1 (3) rgba (0.75, 1.0, 0.5, 0.25)
[pixel shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
float4 main(float4 pos : SV_Position) : SV_Target
{
uint i = WaveGetLaneIndex() % 4;
float4 f = u0[i];
u1[i] = QuadReadAcrossX(f);
return f;
}
[test]
todo draw quad
probe rtv 0 (0, 0) rgba (0.25, 0.5, 0.75, 1.0)
probe rtv 0 (1, 0) rgba (0.5, 0.25, 1.0, 0.75)
probe rtv 0 (0, 1) rgba (0.75, 1.0, 0.5, 0.25)
probe rtv 0 (1, 1) rgba (1.0, 0.75, 0.25, 0.5)
probe uav 1 (0) rgba (0.5, 0.25, 1.0, 0.75)
probe uav 1 (1) rgba (0.25, 0.5, 0.75, 1.0)
probe uav 1 (2) rgba (1.0, 0.75, 0.25, 0.5)
probe uav 1 (3) rgba (0.75, 1.0, 0.5, 0.25)
[pixel shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
float4 main(float4 pos : SV_Position) : SV_Target
{
uint i = WaveGetLaneIndex() % 4;
float4 f = u0[i];
u1[i] = QuadReadAcrossY(f);
return f;
}
[test]
todo draw quad
probe uav 1 (0) rgba (0.75, 1.0, 0.5, 0.25)
probe uav 1 (1) rgba (1.0, 0.75, 0.25, 0.5)
probe uav 1 (2) rgba (0.25, 0.5, 0.75, 1.0)
probe uav 1 (3) rgba (0.5, 0.25, 1.0, 0.75)
[pixel shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
float4 main(float4 pos : SV_Position) : SV_Target
{
uint i = WaveGetLaneIndex() % 4;
float4 f = u0[i];
u1[i] = QuadReadAcrossDiagonal(f);
return f;
}
[test]
todo draw quad
probe uav 1 (0) rgba (1.0, 0.75, 0.25, 0.5)
probe uav 1 (1) rgba (0.75, 1.0, 0.5, 0.25)
probe uav 1 (2) rgba (0.5, 0.25, 1.0, 0.75)
probe uav 1 (3) rgba (0.25, 0.5, 0.75, 1.0)
% Values in helper lanes are undefined for all wave ops except the quad ops.
[pixel shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
float4 main(float4 pos : SV_Position) : SV_Target
{
uint i = WaveGetLaneIndex() % 4;
if (i >= 2)
discard;
float4 f = u0[i];
u1[i] = QuadReadAcrossDiagonal(f);
return float4(1.0, 0.0, 0.0, 1.0);
}
[test]
todo draw quad
probe rtv 0 (0, 0) rgba (1.0, 0.0, 0.0, 1.0)
probe rtv 0 (1, 0) rgba (1.0, 0.0, 0.0, 1.0)
probe rtv 0 (0, 1) rgba (0.75, 1.0, 0.5, 0.25)
probe rtv 0 (1, 1) rgba (1.0, 0.75, 0.25, 0.5)
probe uav 1 (0) rgba (1.0, 0.75, 0.25, 0.5)
probe uav 1 (1) rgba (0.75, 1.0, 0.5, 0.25)
probe uav 1 (2) rgba (0.5, 0.25, 1.0, 0.75)
probe uav 1 (3) rgba (0.25, 0.5, 0.75, 1.0)
[pixel shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
float4 main(float4 pos : SV_Position) : SV_Target
{
uint i = WaveGetLaneIndex() % 4;
float4 f = u0[i];
// Constant lane id.
u1[i] = QuadReadLaneAt(f, 1);
return f;
}
[test]
todo draw quad
probe uav 1 (0) rgba (0.5, 0.25, 1.0, 0.75)
probe uav 1 (1) rgba (0.5, 0.25, 1.0, 0.75)
probe uav 1 (2) rgba (0.5, 0.25, 1.0, 0.75)
probe uav 1 (3) rgba (0.5, 0.25, 1.0, 0.75)
[pixel shader]
uniform uint id;
RWBuffer<float4> u0;
RWBuffer<float4> u1;
float4 main(float4 pos : SV_Position) : SV_Target
{
uint i = WaveGetLaneIndex() % 4;
float4 f = u0[i];
// Uniform lane id.
u1[i] = QuadReadLaneAt(f, id);
return f;
}
[test]
uniform 0 uint 0
todo draw quad
probe uav 1 (0) rgba (0.25, 0.5, 0.75, 1.0)
probe uav 1 (1) rgba (0.25, 0.5, 0.75, 1.0)
probe uav 1 (2) rgba (0.25, 0.5, 0.75, 1.0)
probe uav 1 (3) rgba (0.25, 0.5, 0.75, 1.0)
uniform 0 uint 1
todo draw quad
probe uav 1 (0) rgba (0.5, 0.25, 1.0, 0.75)
probe uav 1 (1) rgba (0.5, 0.25, 1.0, 0.75)
probe uav 1 (2) rgba (0.5, 0.25, 1.0, 0.75)
probe uav 1 (3) rgba (0.5, 0.25, 1.0, 0.75)
uniform 0 uint 2
todo draw quad
probe uav 1 (0) rgba (0.75, 1.0, 0.5, 0.25)
probe uav 1 (1) rgba (0.75, 1.0, 0.5, 0.25)
probe uav 1 (2) rgba (0.75, 1.0, 0.5, 0.25)
probe uav 1 (3) rgba (0.75, 1.0, 0.5, 0.25)
uniform 0 uint 3
todo draw quad
probe uav 1 (0) rgba (1.0, 0.75, 0.25, 0.5)
probe uav 1 (1) rgba (1.0, 0.75, 0.25, 0.5)
probe uav 1 (2) rgba (1.0, 0.75, 0.25, 0.5)
probe uav 1 (3) rgba (1.0, 0.75, 0.25, 0.5)
[pixel shader]
RWBuffer<float4> u0;
RWBuffer<float4> u1;
float4 main(float4 pos : SV_Position) : SV_Target
{
uint i = WaveGetLaneIndex() % 4;
if (!i)
discard;
float4 f = u0[i];
// Lane 1 is the first active.
u1[i] = WaveReadLaneFirst(f);
return float4(1.0, 0.0, 0.0, 1.0);
}
[test]
todo draw quad
probe rtv 0 (0, 0) rgba (0.25, 0.5, 0.75, 1.0)
probe rtv 0 (1, 0) rgba (1.0, 0.0, 0.0, 1.0)
probe rtv 0 (0, 1) rgba (1.0, 0.0, 0.0, 1.0)
probe rtv 0 (1, 1) rgba (1.0, 0.0, 0.0, 1.0)
probe uav 1 (1) rgba (0.5, 0.25, 1.0, 0.75)
probe uav 1 (2) rgba (0.5, 0.25, 1.0, 0.75)
probe uav 1 (3) rgba (0.5, 0.25, 1.0, 0.75)

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@ -0,0 +1,55 @@
[require]
shader model >= 6.0
[uav 0]
format r32g32b32a32 sint
size (buffer, 4)
-3 1 -4 2
3 1 -4 2
0 5 -3 2
-1 1 -1 2
[uav 1]
format r32g32b32a32 sint
size (buffer, 4)
0 0 0 0
0 0 0 0
0 0 0 0
0 0 0 0
[compute shader]
RWBuffer<int4> u0;
RWBuffer<int4> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
u1[id] = WaveActiveMin(u0[id]);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rgbai (-3, 1, -4, 2)
probe uav 1 (1) rgbai (-3, 1, -4, 2)
probe uav 1 (2) rgbai (-3, 1, -4, 2)
probe uav 1 (3) rgbai (-3, 1, -4, 2)
[compute shader]
RWBuffer<int4> u0;
RWBuffer<int4> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
u1[id] = WaveActiveMax(u0[id]);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rgbai (3, 5, -1, 2)
probe uav 1 (1) rgbai (3, 5, -1, 2)
probe uav 1 (2) rgbai (3, 5, -1, 2)
probe uav 1 (3) rgbai (3, 5, -1, 2)

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@ -0,0 +1,304 @@
[require]
shader model >= 6.0
[uav 0]
format r32 uint
size (buffer, 4)
8 15 8 10
[uav 1]
format r32 uint
size (buffer, 8)
0 0 0 0 0 0 0 0
[compute shader]
RWBuffer<uint> u1 : register(u1);
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
u1[id] = WaveIsFirstLane();
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rui (1)
probe uav 1 (1) rui (0)
probe uav 1 (2) rui (0)
probe uav 1 (3) rui (0)
[compute shader]
RWBuffer<uint> u1 : register(u1);
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
if (!id)
{
u1[0] = 0;
return;
}
u1[id] = WaveIsFirstLane();
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rui (0)
probe uav 1 (1) rui (1)
probe uav 1 (2) rui (0)
probe uav 1 (3) rui (0)
[compute shader]
RWBuffer<uint> u1 : register(u1);
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
u1[id] = WaveGetLaneIndex();
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rui (0)
probe uav 1 (1) rui (1)
probe uav 1 (2) rui (2)
probe uav 1 (3) rui (3)
[compute shader]
RWBuffer<uint> u1 : register(u1);
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
// Between 4 and 128, and includes inactive and/or helper lanes.
uint count = WaveGetLaneCount();
u1[id] = count >= 4 && count <= 128;
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rui (1)
probe uav 1 (1) rui (1)
probe uav 1 (2) rui (1)
probe uav 1 (3) rui (1)
[compute shader]
RWBuffer<uint> u0;
RWBuffer<uint> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
uint i = (id & 1) ? -u0[id] : u0[id];
u1[id] = WaveActiveMin(i);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rui (8)
probe uav 1 (1) rui (8)
probe uav 1 (2) rui (8)
probe uav 1 (3) rui (8)
[compute shader]
RWBuffer<uint> u0;
RWBuffer<uint> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
bool b = u0[id] == 8;
u1[id] = WaveActiveBallot(b).x;
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rui (5)
probe uav 1 (1) rui (5)
probe uav 1 (2) rui (5)
probe uav 1 (3) rui (5)
[compute shader]
RWBuffer<uint> u0;
RWBuffer<uint> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
uint i = u0[id] + u0[id ^ 1];
u1[id] = WaveReadLaneFirst(i);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rui (23)
probe uav 1 (1) rui (23)
probe uav 1 (2) rui (23)
probe uav 1 (3) rui (23)
[compute shader]
RWBuffer<uint> u0;
RWBuffer<uint> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
uint i = u0[id] + u0[id ^ 1];
u1[id] = WaveReadLaneAt(i, 3);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rui (18)
probe uav 1 (1) rui (18)
probe uav 1 (2) rui (18)
probe uav 1 (3) rui (18)
[compute shader]
RWBuffer<uint> u0;
RWBuffer<uint> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
bool b = u0[id] == 8;
u1[id] = WaveActiveCountBits(b);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rui (2)
probe uav 1 (1) rui (2)
probe uav 1 (2) rui (2)
probe uav 1 (3) rui (2)
[compute shader]
RWBuffer<uint> u0;
RWBuffer<uint> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
bool b = u0[id] == 8;
u1[id] = WavePrefixCountBits(b);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rui (0)
probe uav 1 (1) rui (1)
probe uav 1 (2) rui (1)
probe uav 1 (3) rui (2)
[compute shader]
RWBuffer<uint> u0;
RWBuffer<uint> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
u1[id] = WaveActiveSum(u0[id]);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rui (41)
probe uav 1 (1) rui (41)
probe uav 1 (2) rui (41)
probe uav 1 (3) rui (41)
[compute shader]
RWBuffer<uint> u0;
RWBuffer<uint> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
u1[id] = WaveActiveBitAnd(u0[id]);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rui (8)
probe uav 1 (1) rui (8)
probe uav 1 (2) rui (8)
probe uav 1 (3) rui (8)
[compute shader]
RWBuffer<uint> u0;
RWBuffer<uint> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
u1[id] = WaveActiveBitOr(u0[id]);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rui (15)
probe uav 1 (1) rui (15)
probe uav 1 (2) rui (15)
probe uav 1 (3) rui (15)
[compute shader]
RWBuffer<uint> u0;
RWBuffer<uint> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
u1[id] = WaveActiveBitXor(u0[id]);
}
[test]
todo dispatch 4 1 1
probe uav 1 (0) rui (5)
probe uav 1 (1) rui (5)
probe uav 1 (2) rui (5)
probe uav 1 (3) rui (5)
[compute shader]
uniform uint2 u;
RWBuffer<uint> u0;
RWBuffer<uint> u1;
[numthreads(4, 1, 1)]
void main(uint id : SV_GroupIndex)
{
uint table[] = {u.x, u.y};
uint i;
// Value depends on control flow.
if (id & 1)
i = table[id / 2u];
else
i = u0[id / 2u];
u1[id] = WaveActiveSum(i);
}
[test]
uniform 0 uint4 1 5 0 0
todo dispatch 4 1 1
probe uav 1 (0) rui (29)
probe uav 1 (1) rui (29)
probe uav 1 (2) rui (29)
probe uav 1 (3) rui (29)