mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
462 lines
9.7 KiB
Plaintext
462 lines
9.7 KiB
Plaintext
[require]
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shader model >= 6.0
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wave ops
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[uav 0]
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format r32g32b32a32 float
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size (buffer, 4)
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3.5 1.0 4.0 2.5
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3.5 1.0 4.0 2.5
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3.5 1.5 4.0 2.5
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3.5 1.0 4.5 2.5
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[uav 1]
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format r32g32b32a32 uint
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size (buffer, 8)
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0 0 0 0
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0 0 0 0
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0 0 0 0
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0 0 0 0
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0 0 0 0
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0 0 0 0
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0 0 0 0
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0 0 0 0
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[compute shader]
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RWBuffer<float4> u0;
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RWBuffer<uint4> u1;
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[numthreads(4, 1, 1)]
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void main(uint id : SV_GroupIndex)
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{
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bool4 b = WaveActiveAllEqual(u0[id]);
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u1[id] = uint4(b.x, b.y, b.z, b.w);
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}
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[test]
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dispatch 4 1 1
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probe uav 1 (0) rgbaui (1, 0, 0, 1)
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probe uav 1 (1) rgbaui (1, 0, 0, 1)
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probe uav 1 (2) rgbaui (1, 0, 0, 1)
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probe uav 1 (3) rgbaui (1, 0, 0, 1)
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[compute shader]
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RWBuffer<float4> u0;
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RWBuffer<uint4> u1;
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[numthreads(4, 1, 1)]
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void main(uint id : SV_GroupIndex)
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{
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bool any = u0[id].y == 1.5f;
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bool all = u0[id].x == 3.5f;
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bool none = u0[id].z == 3.0f;
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u1[id] = uint4(WaveActiveAnyTrue(any), WaveActiveAnyTrue(all), WaveActiveAnyTrue(none), 0);
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u1[4 + id] = uint4(WaveActiveAllTrue(any), WaveActiveAllTrue(all), WaveActiveAllTrue(none), 0);
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}
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[test]
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dispatch 4 1 1
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probe uav 1 (0) rgbaui (1, 1, 0, 0)
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probe uav 1 (1) rgbaui (1, 1, 0, 0)
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probe uav 1 (2) rgbaui (1, 1, 0, 0)
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probe uav 1 (3) rgbaui (1, 1, 0, 0)
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probe uav 1 (4) rgbaui (0, 1, 0, 0)
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probe uav 1 (5) rgbaui (0, 1, 0, 0)
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probe uav 1 (6) rgbaui (0, 1, 0, 0)
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probe uav 1 (7) rgbaui (0, 1, 0, 0)
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[compute shader]
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RWBuffer<float4> u0;
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RWBuffer<uint4> u1;
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[numthreads(4, 1, 1)]
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void main(uint id : SV_GroupIndex)
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{
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bool b = u0[id].y < 1.5;
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u1[id] = WaveActiveBallot(b);
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}
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[test]
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dispatch 4 1 1
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probe uav 1 (0) rgbaui (0xb, 0, 0, 0)
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[uav 1]
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format r32g32b32a32 float
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size (buffer, 8)
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0 0 0 0
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0 0 0 0
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0 0 0 0
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0 0 0 0
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0 0 0 0
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0 0 0 0
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0 0 0 0
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0 0 0 0
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[compute shader]
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RWBuffer<float4> u0;
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RWBuffer<float4> u1;
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[numthreads(4, 1, 1)]
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void main(uint id : SV_GroupIndex)
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{
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float4 f = u0[id] + u0[id ^ 1];
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u1[id] = WaveReadLaneFirst(f);
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u1[4 + id] = WaveReadLaneAt(f, 3);
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}
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[test]
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dispatch 4 1 1
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probe uav 1 (0) rgba (7.0, 2.0, 8.0, 5.0)
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probe uav 1 (1) rgba (7.0, 2.0, 8.0, 5.0)
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probe uav 1 (2) rgba (7.0, 2.0, 8.0, 5.0)
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probe uav 1 (3) rgba (7.0, 2.0, 8.0, 5.0)
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probe uav 1 (4) rgba (7.0, 2.5, 8.5, 5.0)
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probe uav 1 (5) rgba (7.0, 2.5, 8.5, 5.0)
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probe uav 1 (6) rgba (7.0, 2.5, 8.5, 5.0)
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probe uav 1 (7) rgba (7.0, 2.5, 8.5, 5.0)
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[compute shader]
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RWBuffer<float4> u0;
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RWBuffer<float4> u1;
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[numthreads(4, 1, 1)]
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void main(uint id : SV_GroupIndex)
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{
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u1[id] = WaveActiveSum(u0[id]);
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}
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[test]
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dispatch 4 1 1
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probe uav 1 (0) rgba (14.0, 4.5, 16.5, 10.0)
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probe uav 1 (1) rgba (14.0, 4.5, 16.5, 10.0)
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probe uav 1 (2) rgba (14.0, 4.5, 16.5, 10.0)
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probe uav 1 (3) rgba (14.0, 4.5, 16.5, 10.0)
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[compute shader]
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RWBuffer<float4> u0;
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RWBuffer<float4> u1;
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[numthreads(4, 1, 1)]
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void main(uint id : SV_GroupIndex)
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{
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u1[id] = WaveActiveProduct(u0[id]);
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}
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[test]
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dispatch 4 1 1
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probe uav 1 (0) rgba (150.0625, 1.5, 288.0, 39.0625)
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probe uav 1 (1) rgba (150.0625, 1.5, 288.0, 39.0625)
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probe uav 1 (2) rgba (150.0625, 1.5, 288.0, 39.0625)
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probe uav 1 (3) rgba (150.0625, 1.5, 288.0, 39.0625)
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[compute shader]
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RWBuffer<float4> u0;
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RWBuffer<float4> u1;
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[numthreads(4, 1, 1)]
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void main(uint id : SV_GroupIndex)
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{
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u1[id] = WaveActiveMin(u0[id]);
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}
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[test]
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dispatch 4 1 1
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probe uav 1 (0) rgba (3.5, 1.0, 4.0, 2.5)
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probe uav 1 (1) rgba (3.5, 1.0, 4.0, 2.5)
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probe uav 1 (2) rgba (3.5, 1.0, 4.0, 2.5)
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probe uav 1 (3) rgba (3.5, 1.0, 4.0, 2.5)
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[compute shader]
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RWBuffer<float4> u0;
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RWBuffer<float4> u1;
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[numthreads(4, 1, 1)]
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void main(uint id : SV_GroupIndex)
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{
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u1[id] = WaveActiveMax(u0[id]);
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}
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[test]
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dispatch 4 1 1
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probe uav 1 (0) rgba (3.5, 1.5, 4.5, 2.5)
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probe uav 1 (1) rgba (3.5, 1.5, 4.5, 2.5)
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probe uav 1 (2) rgba (3.5, 1.5, 4.5, 2.5)
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probe uav 1 (3) rgba (3.5, 1.5, 4.5, 2.5)
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[compute shader]
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RWBuffer<float4> u0;
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RWBuffer<float4> u1;
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[numthreads(4, 1, 1)]
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void main(uint id : SV_GroupIndex)
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{
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u1[id] = WavePrefixSum(u0[id]);
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}
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[test]
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dispatch 4 1 1
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probe uav 1 (0) rgba (0.0, 0.0, 0.0, 0.0)
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probe uav 1 (1) rgba (3.5, 1.0, 4.0, 2.5)
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probe uav 1 (2) rgba (7.0, 2.0, 8.0, 5.0)
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probe uav 1 (3) rgba (10.5, 3.5, 12.0, 7.5)
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[compute shader]
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RWBuffer<float4> u0;
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RWBuffer<float4> u1;
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[numthreads(4, 1, 1)]
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void main(uint id : SV_GroupIndex)
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{
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u1[id] = WavePrefixProduct(u0[id]);
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}
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[test]
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dispatch 4 1 1
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probe uav 1 (0) rgba (1.0, 1.0, 1.0, 1.0)
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probe uav 1 (1) rgba (3.5, 1.0, 4.0, 2.5)
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probe uav 1 (2) rgba (12.25, 1.0, 16.0, 6.25)
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probe uav 1 (3) rgba (42.875, 1.5, 64.0, 15.625)
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[uav 0]
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format r32g32b32a32 float
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size (buffer, 4)
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0.25 0.50 0.75 1.00
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0.50 0.25 1.00 0.75
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0.75 1.00 0.50 0.25
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1.00 0.75 0.25 0.50
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[compute shader]
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RWBuffer<float4> u0;
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RWBuffer<float4> u1;
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[numthreads(4, 1, 1)]
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void main(uint id : SV_GroupIndex)
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{
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uint i = WaveGetLaneIndex() % 4;
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float4 f = u0[i];
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u1[i] = QuadReadAcrossX(f);
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}
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[test]
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dispatch 4 1 1
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probe uav 1 (0) rgba (0.5, 0.25, 1.0, 0.75)
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probe uav 1 (1) rgba (0.25, 0.5, 0.75, 1.0)
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probe uav 1 (2) rgba (1.0, 0.75, 0.25, 0.5)
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probe uav 1 (3) rgba (0.75, 1.0, 0.5, 0.25)
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[compute shader]
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RWBuffer<float4> u0;
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RWBuffer<float4> u1;
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[numthreads(4, 1, 1)]
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void main(uint id : SV_GroupIndex)
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{
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uint i = WaveGetLaneIndex() % 4;
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float4 f = u0[i];
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// Constant lane id.
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u1[i] = QuadReadLaneAt(f, 2);
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}
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[test]
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dispatch 4 1 1
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probe uav 1 (0) rgba (0.75, 1.0, 0.5, 0.25)
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probe uav 1 (1) rgba (0.75, 1.0, 0.5, 0.25)
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probe uav 1 (2) rgba (0.75, 1.0, 0.5, 0.25)
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probe uav 1 (3) rgba (0.75, 1.0, 0.5, 0.25)
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[pixel shader]
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RWBuffer<float4> u0;
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RWBuffer<float4> u1;
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float4 main(float4 pos : SV_Position) : SV_Target
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{
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uint i = WaveGetLaneIndex() % 4;
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float4 f = u0[i];
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u1[i] = QuadReadAcrossX(f);
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return f;
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}
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[test]
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draw quad
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probe rtv 0 (0, 0) rgba (0.25, 0.5, 0.75, 1.0)
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probe rtv 0 (1, 0) rgba (0.5, 0.25, 1.0, 0.75)
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probe rtv 0 (0, 1) rgba (0.75, 1.0, 0.5, 0.25)
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probe rtv 0 (1, 1) rgba (1.0, 0.75, 0.25, 0.5)
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probe uav 1 (0) rgba (0.5, 0.25, 1.0, 0.75)
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probe uav 1 (1) rgba (0.25, 0.5, 0.75, 1.0)
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probe uav 1 (2) rgba (1.0, 0.75, 0.25, 0.5)
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probe uav 1 (3) rgba (0.75, 1.0, 0.5, 0.25)
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[pixel shader]
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RWBuffer<float4> u0;
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RWBuffer<float4> u1;
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float4 main(float4 pos : SV_Position) : SV_Target
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{
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uint i = WaveGetLaneIndex() % 4;
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float4 f = u0[i];
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u1[i] = QuadReadAcrossY(f);
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return f;
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}
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[test]
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draw quad
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probe uav 1 (0) rgba (0.75, 1.0, 0.5, 0.25)
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probe uav 1 (1) rgba (1.0, 0.75, 0.25, 0.5)
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probe uav 1 (2) rgba (0.25, 0.5, 0.75, 1.0)
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probe uav 1 (3) rgba (0.5, 0.25, 1.0, 0.75)
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[pixel shader]
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RWBuffer<float4> u0;
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RWBuffer<float4> u1;
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float4 main(float4 pos : SV_Position) : SV_Target
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{
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uint i = WaveGetLaneIndex() % 4;
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float4 f = u0[i];
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u1[i] = QuadReadAcrossDiagonal(f);
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return f;
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}
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[test]
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draw quad
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probe uav 1 (0) rgba (1.0, 0.75, 0.25, 0.5)
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probe uav 1 (1) rgba (0.75, 1.0, 0.5, 0.25)
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probe uav 1 (2) rgba (0.5, 0.25, 1.0, 0.75)
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probe uav 1 (3) rgba (0.25, 0.5, 0.75, 1.0)
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% Values in helper lanes are undefined for all wave ops except the quad ops.
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[pixel shader]
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RWBuffer<float4> u0;
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RWBuffer<float4> u1;
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float4 main(float4 pos : SV_Position) : SV_Target
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{
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uint i = WaveGetLaneIndex() % 4;
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if (i >= 2)
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discard;
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float4 f = u0[i];
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u1[i] = QuadReadAcrossDiagonal(f);
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return float4(1.0, 0.0, 0.0, 1.0);
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}
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[test]
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draw quad
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probe rtv 0 (0, 0) rgba (1.0, 0.0, 0.0, 1.0)
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probe rtv 0 (1, 0) rgba (1.0, 0.0, 0.0, 1.0)
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probe rtv 0 (0, 1) rgba (0.75, 1.0, 0.5, 0.25)
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probe rtv 0 (1, 1) rgba (1.0, 0.75, 0.25, 0.5)
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probe uav 1 (0) rgba (1.0, 0.75, 0.25, 0.5)
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probe uav 1 (1) rgba (0.75, 1.0, 0.5, 0.25)
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probe uav 1 (2) rgba (0.5, 0.25, 1.0, 0.75)
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probe uav 1 (3) rgba (0.25, 0.5, 0.75, 1.0)
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[pixel shader]
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RWBuffer<float4> u0;
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RWBuffer<float4> u1;
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float4 main(float4 pos : SV_Position) : SV_Target
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{
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uint i = WaveGetLaneIndex() % 4;
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float4 f = u0[i];
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// Constant lane id.
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u1[i] = QuadReadLaneAt(f, 1);
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return f;
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}
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[test]
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draw quad
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probe uav 1 (0) rgba (0.5, 0.25, 1.0, 0.75)
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probe uav 1 (1) rgba (0.5, 0.25, 1.0, 0.75)
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probe uav 1 (2) rgba (0.5, 0.25, 1.0, 0.75)
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probe uav 1 (3) rgba (0.5, 0.25, 1.0, 0.75)
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[pixel shader]
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uniform uint id;
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RWBuffer<float4> u0;
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RWBuffer<float4> u1;
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float4 main(float4 pos : SV_Position) : SV_Target
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{
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uint i = WaveGetLaneIndex() % 4;
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float4 f = u0[i];
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// Uniform lane id.
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u1[i] = QuadReadLaneAt(f, id);
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return f;
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}
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[test]
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uniform 0 uint 0
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todo draw quad
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probe uav 1 (0) rgba (0.25, 0.5, 0.75, 1.0)
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probe uav 1 (1) rgba (0.25, 0.5, 0.75, 1.0)
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probe uav 1 (2) rgba (0.25, 0.5, 0.75, 1.0)
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probe uav 1 (3) rgba (0.25, 0.5, 0.75, 1.0)
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uniform 0 uint 1
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todo draw quad
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probe uav 1 (0) rgba (0.5, 0.25, 1.0, 0.75)
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probe uav 1 (1) rgba (0.5, 0.25, 1.0, 0.75)
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probe uav 1 (2) rgba (0.5, 0.25, 1.0, 0.75)
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probe uav 1 (3) rgba (0.5, 0.25, 1.0, 0.75)
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uniform 0 uint 2
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todo draw quad
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probe uav 1 (0) rgba (0.75, 1.0, 0.5, 0.25)
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probe uav 1 (1) rgba (0.75, 1.0, 0.5, 0.25)
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probe uav 1 (2) rgba (0.75, 1.0, 0.5, 0.25)
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probe uav 1 (3) rgba (0.75, 1.0, 0.5, 0.25)
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uniform 0 uint 3
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todo draw quad
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probe uav 1 (0) rgba (1.0, 0.75, 0.25, 0.5)
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probe uav 1 (1) rgba (1.0, 0.75, 0.25, 0.5)
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probe uav 1 (2) rgba (1.0, 0.75, 0.25, 0.5)
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probe uav 1 (3) rgba (1.0, 0.75, 0.25, 0.5)
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[pixel shader]
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RWBuffer<float4> u0;
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RWBuffer<float4> u1;
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float4 main(float4 pos : SV_Position) : SV_Target
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{
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uint i = WaveGetLaneIndex() % 4;
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if (!i)
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discard;
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float4 f = u0[i];
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// Lane 1 is the first active.
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u1[i] = WaveReadLaneFirst(f);
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return float4(1.0, 0.0, 0.0, 1.0);
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}
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[test]
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clear rtv 0 0.25 0.5 0.75 1.0
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draw quad
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probe rtv 0 (0, 0) rgba (0.25, 0.5, 0.75, 1.0)
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probe rtv 0 (1, 0) rgba (1.0, 0.0, 0.0, 1.0)
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probe rtv 0 (0, 1) rgba (1.0, 0.0, 0.0, 1.0)
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probe rtv 0 (1, 1) rgba (1.0, 0.0, 0.0, 1.0)
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probe uav 1 (1) rgba (0.5, 0.25, 1.0, 0.75)
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probe uav 1 (2) rgba (0.5, 0.25, 1.0, 0.75)
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probe uav 1 (3) rgba (0.5, 0.25, 1.0, 0.75)
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