vkd3d/tests/hlsl/uav-atomics.shader_test

333 lines
6.4 KiB
Plaintext

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