mirror of
https://gitlab.winehq.org/wine/vkd3d.git
synced 2024-11-21 16:46:41 -08:00
148 lines
2.7 KiB
Plaintext
148 lines
2.7 KiB
Plaintext
[require]
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shader model >= 5.0
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[uav 1]
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format r32 uint
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size (buffer, 9)
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0xd 5 6 0x10 4 4 7 2 0
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[compute shader todo]
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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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}
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[test]
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uniform 0 uint4 3 5 0 0
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todo(sm<6) 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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uniform 0 uint4 1 2 0 0
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todo(sm<6) 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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[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 todo]
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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(sm<6) 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(sm<6) 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, 9, 1)
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0xd 5 6 0x10 4 4 7 2 0
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[compute shader todo]
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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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}
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[test]
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uniform 0 uint4 3 5 0 0
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todo(sm<6) 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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[compute shader todo]
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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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todo(sm<6) 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(sm<6) 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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