mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2025-01-28 13:05:02 -08:00
333 lines
6.4 KiB
Plaintext
333 lines
6.4 KiB
Plaintext
[require]
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format r32-sint uav-load
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format r32-uint uav-load
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[uav 1]
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format r32-uint
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size (buffer, 11)
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0xd 5 6 0x10 4 4 7 2 0 5 0
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[compute shader fail(sm<5)]
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RWBuffer<uint> u : register(u1);
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uniform uint4 v;
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[numthreads(3, 1, 1)]
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void main()
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{
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uint old;
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InterlockedAnd(u[0], v.x);
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InterlockedCompareStore(u[1], v.y, v.x);
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InterlockedAdd(u[2], v.x);
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InterlockedOr(u[3], v.x);
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InterlockedMax(u[4], v.x);
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InterlockedMin(u[5], v.x);
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InterlockedXor(u[6], v.x);
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InterlockedExchange(u[7], v.x, old);
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InterlockedAdd(u[8], old == 2);
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InterlockedCompareExchange(u[9], v.y, v.x, old);
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InterlockedAdd(u[10], old == 5);
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}
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[test]
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uniform 0 uint4 3 5 0 0
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todo(glsl | msl) dispatch 1 1 1
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probe uav 1 (0) rui (1)
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probe uav 1 (1) rui (3)
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probe uav 1 (2) rui (15)
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probe uav 1 (3) rui (0x13)
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probe uav 1 (4) rui (4)
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probe uav 1 (5) rui (3)
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probe uav 1 (6) rui (4)
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probe uav 1 (7) rui (3)
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probe uav 1 (8) rui (1)
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probe uav 1 (9) rui (3)
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probe uav 1 (10) rui (1)
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uniform 0 uint4 1 2 0 0
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todo(glsl | msl) dispatch 2 1 1
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probe uav 1 (0) rui (1)
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probe uav 1 (1) rui (3)
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probe uav 1 (2) rui (21)
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probe uav 1 (3) rui (0x13)
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probe uav 1 (4) rui (4)
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probe uav 1 (5) rui (1)
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probe uav 1 (6) rui (4)
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probe uav 1 (7) rui (1)
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probe uav 1 (8) rui (1)
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probe uav 1 (9) rui (3)
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probe uav 1 (10) rui (1)
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[uav 2]
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format r32-sint
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size (buffer, 2)
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-3 1
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[compute shader fail(sm<5)]
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RWBuffer<int> u : register(u2);
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uniform int4 i;
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[numthreads(3, 1, 1)]
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void main()
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{
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InterlockedMax(u[0], i.x);
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InterlockedMin(u[1], i.y);
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}
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[test]
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uniform 0 int4 1 -3 0 0
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todo(glsl | msl) dispatch 1 1 1
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probe uav 2 (0) ri (1)
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probe uav 2 (1) ri (-3)
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uniform 0 int4 -3 1 0 0
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todo(glsl | msl) dispatch 1 1 1
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probe uav 2 (0) ri (1)
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probe uav 2 (1) ri (-3)
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[uav 1]
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format r32-uint
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size (2d, 11, 1)
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0xd 5 6 0x10 4 4 7 2 0 5 0
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[compute shader fail(sm<5)]
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RWTexture2D<uint> u : register(u1);
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uniform uint4 v;
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[numthreads(3, 1, 1)]
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void main()
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{
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uint old;
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InterlockedAnd(u[uint2(0, 0)], v.x);
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InterlockedCompareStore(u[uint2(1, 0)], v.y, v.x);
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InterlockedAdd(u[uint2(2, 0)], v.x);
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InterlockedOr(u[uint2(3, 0)], v.x);
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InterlockedMax(u[uint2(4, 0)], v.x);
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InterlockedMin(u[uint2(5, 0)], v.x);
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InterlockedXor(u[uint2(6, 0)], v.x);
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InterlockedExchange(u[uint2(7, 0)], v.x, old);
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InterlockedAdd(u[uint2(8, 0)], old == 2);
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InterlockedCompareExchange(u[uint2(9, 0)], v.y, v.x, old);
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InterlockedAdd(u[uint2(10, 0)], old == 5);
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}
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[test]
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uniform 0 uint4 3 5 0 0
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todo(glsl | msl) dispatch 1 1 1
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probe uav 1 (0) rui (1)
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probe uav 1 (1) rui (3)
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probe uav 1 (2) rui (15)
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probe uav 1 (3) rui (0x13)
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probe uav 1 (4) rui (4)
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probe uav 1 (5) rui (3)
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probe uav 1 (6) rui (4)
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probe uav 1 (7) rui (3)
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probe uav 1 (8) rui (1)
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probe uav 1 (9) rui (3)
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probe uav 1 (10) rui (1)
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[compute shader fail(sm<5)]
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RWTexture2D<int> u : register(u2);
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uniform int4 i;
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[numthreads(3, 1, 1)]
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void main()
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{
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InterlockedMax(u[uint2(0, 0)], i.x);
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InterlockedMin(u[uint2(1, 0)], i.y);
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}
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[test]
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uniform 0 int4 1 -3 0 0
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% SPIR-V compilation currently fails because of the mismatched resource type for u2.
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todo(mvk | vulkan | opengl | msl) dispatch 1 1 1
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probe uav 2 (0) ri (1)
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probe uav 2 (1) ri (-3)
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uniform 0 int4 -3 1 0 0
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todo(mvk | vulkan | opengl | msl) dispatch 1 1 1
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probe uav 2 (0) ri (1)
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probe uav 2 (1) ri (-3)
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[uav 1]
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format r32-uint
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size (buffer, 3)
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1 1 1
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[uav 2]
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format r32-sint
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size (buffer, 3)
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1 1 1
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% The value fields of InterlockedMax/Min have the same type as the underlying scalar type of dst.
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% However, floating point numbers are always converted to signed integers.
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[compute shader fail(sm<5)]
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RWBuffer<uint> u : register(u1);
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RWBuffer<int> s : register(u2);
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uniform uint i;
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uniform float a;
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[numthreads(3, 1, 1)]
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void main()
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{
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InterlockedMax(u[0], i);
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InterlockedMin(u[1], i);
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InterlockedMax(u[2], a);
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InterlockedMax(s[0], i);
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InterlockedMin(s[1], i);
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InterlockedMax(s[2], a);
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}
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[test]
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uniform 0 uint 0xffffffff
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uniform 1 float 0x80000000
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todo(glsl | msl) dispatch 1 1 1
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probe uav 1 (0) rui (0xffffffff)
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probe uav 1 (1) rui (1)
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probe uav 1 (2) rui (0x7fffffff)
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probe uav 2 (0) ri (1)
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probe uav 2 (1) ri (-1)
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probe uav 2 (2) rui (0x7fffffff)
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[uav 1]
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format r32-uint
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size (buffer, 5)
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0 0 0xffffffff 0 0xffffffff
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[uav 2]
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format r32-sint
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size (buffer, 5)
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0 0 -1 0 -1
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% The value fields of other Interlocked functions are always uint.
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[compute shader fail(sm<5)]
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RWBuffer<uint> u : register(u1);
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RWBuffer<int> s : register(u2);
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uniform uint i;
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uniform float a;
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[numthreads(3, 1, 1)]
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void main()
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{
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uint old;
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InterlockedAdd(u[0], i);
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InterlockedAdd(u[1], a);
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InterlockedAnd(u[2], a);
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InterlockedExchange(u[3], i, old);
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InterlockedCompareStore(u[4], a, 0);
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InterlockedAdd(s[0], i);
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InterlockedAdd(s[1], a);
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InterlockedAnd(s[2], a);
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InterlockedExchange(s[3], i, old);
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InterlockedCompareStore(s[4], a, 0);
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}
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[test]
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uniform 0 uint 0xffffffff
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uniform 1 float -1
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todo(glsl | msl) dispatch 1 1 1
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if(sm<6) probe uav 1 (0) rui (0xffffffff)
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if(sm>=6) probe uav 1 (0) rui (0xfffffffd)
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probe uav 1 (1) rui (0)
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probe uav 1 (2) rui (0)
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probe uav 1 (3) rui (0xffffffff)
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probe uav 1 (4) rui (0xffffffff)
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if(sm<6) probe uav 2 (0) ri (-1)
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if(sm>=6) probe uav 2 (0) rui (0xfffffffd)
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probe uav 2 (1) ri (0)
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probe uav 2 (2) ri (0)
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probe uav 2 (3) ri (-1)
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probe uav 2 (4) ri (-1)
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% Interlocked* functions return void.
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[compute shader fail]
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RWBuffer<uint> u : register(u1);
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[numthreads(3, 1, 1)]
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void main()
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{
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uint err = InterlockedAdd(u[0], 1);
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}
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[compute shader fail]
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RWBuffer<uint> u : register(u1);
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[numthreads(3, 1, 1)]
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void main()
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{
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uint old;
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uint err = InterlockedAdd(u[0], 1, old);
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}
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[compute shader fail]
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RWBuffer<uint> u : register(u1);
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[numthreads(3, 1, 1)]
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void main()
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{
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uint err = InterlockedCompareStore(u[0], 0, 1);
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}
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[compute shader fail]
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RWBuffer<uint> u : register(u1);
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[numthreads(3, 1, 1)]
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void main()
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{
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uint old;
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uint err = InterlockedCompareExchange(u[0], 0, 1, old);
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}
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% The underlying type of the destination parameter must be a scalar integer.
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[compute shader fail]
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RWBuffer<uint1> u : register(u1);
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[numthreads(3, 1, 1)]
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void main()
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{
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InterlockedAdd(u[0], 1);
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}
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[compute shader fail]
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RWBuffer<int1> u : register(u1);
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[numthreads(3, 1, 1)]
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void main()
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{
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InterlockedAdd(u[0], 1);
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}
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[compute shader fail]
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RWBuffer<float> u : register(u1);
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[numthreads(3, 1, 1)]
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void main()
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{
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InterlockedAdd(u[0], 1);
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}
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