2016-06-13 18:22:28 +03:00
|
|
|
|
2016-10-16 21:22:20 +03:00
|
|
|
|
|
|
|
groupshared uint gs_ua;
|
|
|
|
groupshared uint gs_ub;
|
|
|
|
groupshared uint gs_uc;
|
|
|
|
groupshared uint2 gs_ua2;
|
|
|
|
groupshared uint2 gs_ub2;
|
|
|
|
groupshared uint2 gs_uc2;
|
|
|
|
groupshared uint3 gs_ua3;
|
|
|
|
groupshared uint3 gs_ub3;
|
|
|
|
groupshared uint3 gs_uc3;
|
|
|
|
groupshared uint4 gs_ua4;
|
|
|
|
groupshared uint4 gs_ub4;
|
|
|
|
groupshared uint4 gs_uc4;
|
2016-06-13 18:22:28 +03:00
|
|
|
|
2016-06-30 23:13:03 +03:00
|
|
|
float ComputeShaderFunctionS(float inF0, float inF1, float inF2, uint inU0, uint inU1)
|
2016-06-13 18:22:28 +03:00
|
|
|
{
|
|
|
|
uint out_u1;
|
|
|
|
|
|
|
|
// Don't repeat all the pixel/vertex fns - just one for sanity.
|
|
|
|
all(inF0);
|
|
|
|
|
|
|
|
// Test atomics
|
|
|
|
InterlockedAdd(gs_ua, gs_ub);
|
|
|
|
InterlockedAdd(gs_ua, gs_ub, out_u1);
|
|
|
|
InterlockedAnd(gs_ua, gs_ub);
|
|
|
|
InterlockedAnd(gs_ua, gs_ub, out_u1);
|
|
|
|
InterlockedCompareExchange(gs_ua, gs_ub, gs_uc, out_u1);
|
|
|
|
InterlockedExchange(gs_ua, gs_ub, out_u1);
|
|
|
|
InterlockedMax(gs_ua, gs_ub);
|
|
|
|
InterlockedMax(gs_ua, gs_ub, out_u1);
|
|
|
|
InterlockedMin(gs_ua, gs_ub);
|
|
|
|
InterlockedMin(gs_ua, gs_ub, out_u1);
|
|
|
|
InterlockedOr(gs_ua, gs_ub);
|
|
|
|
InterlockedOr(gs_ua, gs_ub, out_u1);
|
|
|
|
InterlockedXor(gs_ua, gs_ub);
|
|
|
|
InterlockedXor(gs_ua, gs_ub, out_u1);
|
|
|
|
|
|
|
|
// CheckAccessFullyMapped(3); // TODO: ...
|
|
|
|
|
|
|
|
return 0.0;
|
|
|
|
}
|
|
|
|
|
2016-06-30 23:13:03 +03:00
|
|
|
float1 ComputeShaderFunction1(float1 inF0, float1 inF1, float1 inF2)
|
2016-06-13 18:22:28 +03:00
|
|
|
{
|
|
|
|
// TODO: ... add when float1 prototypes are generated
|
|
|
|
return 0.0;
|
|
|
|
}
|
|
|
|
|
2016-06-30 23:13:03 +03:00
|
|
|
float2 ComputeShaderFunction2(float2 inF0, float2 inF1, float2 inF2, uint2 inU0, uint2 inU1)
|
2016-06-13 18:22:28 +03:00
|
|
|
{
|
|
|
|
uint2 out_u2;
|
|
|
|
|
|
|
|
// Don't repeat all the pixel/vertex fns - just one for sanity.
|
|
|
|
all(inF0);
|
|
|
|
|
|
|
|
// Test atomics
|
|
|
|
InterlockedAdd(gs_ua2, gs_ub2);
|
|
|
|
InterlockedAdd(gs_ua2, gs_ub2, out_u2);
|
|
|
|
InterlockedAnd(gs_ua2, gs_ub2);
|
|
|
|
InterlockedAnd(gs_ua2, gs_ub2, out_u2);
|
|
|
|
InterlockedCompareExchange(gs_ua2, gs_ub2, gs_uc2, out_u2);
|
|
|
|
InterlockedExchange(gs_ua2, gs_ub2, out_u2);
|
|
|
|
InterlockedMax(gs_ua2, gs_ub2);
|
|
|
|
InterlockedMax(gs_ua2, gs_ub2, out_u2);
|
|
|
|
InterlockedMin(gs_ua2, gs_ub2);
|
|
|
|
InterlockedMin(gs_ua2, gs_ub2, out_u2);
|
|
|
|
InterlockedOr(gs_ua2, gs_ub2);
|
|
|
|
InterlockedOr(gs_ua2, gs_ub2, out_u2);
|
|
|
|
InterlockedXor(gs_ua2, gs_ub2);
|
|
|
|
InterlockedXor(gs_ua2, gs_ub2, out_u2);
|
|
|
|
|
|
|
|
// TODO: ... add when float1 prototypes are generated
|
|
|
|
return float2(1,2);
|
|
|
|
}
|
|
|
|
|
2016-06-30 23:13:03 +03:00
|
|
|
float3 ComputeShaderFunction3(float3 inF0, float3 inF1, float3 inF2, uint3 inU0, uint3 inU1)
|
2016-06-13 18:22:28 +03:00
|
|
|
{
|
|
|
|
uint3 out_u3;
|
|
|
|
|
|
|
|
// Don't repeat all the pixel/vertex fns - just one for sanity.
|
|
|
|
all(inF0);
|
|
|
|
|
|
|
|
// Test atomics
|
|
|
|
InterlockedAdd(gs_ua3, gs_ub3);
|
|
|
|
InterlockedAdd(gs_ua3, gs_ub3, out_u3);
|
|
|
|
InterlockedAnd(gs_ua3, gs_ub3);
|
|
|
|
InterlockedAnd(gs_ua3, gs_ub3, out_u3);
|
|
|
|
InterlockedCompareExchange(gs_ua3, gs_ub3, gs_uc3, out_u3);
|
|
|
|
InterlockedExchange(gs_ua3, gs_ub3, out_u3);
|
|
|
|
InterlockedMax(gs_ua3, gs_ub3);
|
|
|
|
InterlockedMax(gs_ua3, gs_ub3, out_u3);
|
|
|
|
InterlockedMin(gs_ua3, gs_ub3);
|
|
|
|
InterlockedMin(gs_ua3, gs_ub3, out_u3);
|
|
|
|
InterlockedOr(gs_ua3, gs_ub3);
|
|
|
|
InterlockedOr(gs_ua3, gs_ub3, out_u3);
|
|
|
|
InterlockedXor(gs_ua3, gs_ub3);
|
|
|
|
InterlockedXor(gs_ua3, gs_ub3, out_u3);
|
|
|
|
|
|
|
|
// TODO: ... add when float1 prototypes are generated
|
|
|
|
return float3(1,2,3);
|
|
|
|
}
|
|
|
|
|
|
|
|
float4 ComputeShaderFunction(float4 inF0, float4 inF1, float4 inF2, uint4 inU0, uint4 inU1)
|
|
|
|
{
|
|
|
|
uint4 out_u4;
|
|
|
|
|
|
|
|
// Don't repeat all the pixel/vertex fns - just one for sanity.
|
|
|
|
all(inF0);
|
|
|
|
|
|
|
|
// Test atomics
|
|
|
|
InterlockedAdd(gs_ua4, gs_ub4);
|
|
|
|
InterlockedAdd(gs_ua4, gs_ub4, out_u4);
|
|
|
|
InterlockedAnd(gs_ua4, gs_ub4);
|
|
|
|
InterlockedAnd(gs_ua4, gs_ub4, out_u4);
|
|
|
|
InterlockedCompareExchange(gs_ua4, gs_ub4, gs_uc4, out_u4);
|
|
|
|
InterlockedExchange(gs_ua4, gs_ub4, out_u4);
|
|
|
|
InterlockedMax(gs_ua4, gs_ub4);
|
|
|
|
InterlockedMax(gs_ua4, gs_ub4, out_u4);
|
|
|
|
InterlockedMin(gs_ua4, gs_ub4);
|
|
|
|
InterlockedMin(gs_ua4, gs_ub4, out_u4);
|
|
|
|
InterlockedOr(gs_ua4, gs_ub4);
|
|
|
|
InterlockedOr(gs_ua4, gs_ub4, out_u4);
|
|
|
|
InterlockedXor(gs_ua4, gs_ub4);
|
|
|
|
InterlockedXor(gs_ua4, gs_ub4, out_u4);
|
|
|
|
|
|
|
|
// TODO: ... add when float1 prototypes are generated
|
|
|
|
return float4(1,2,3,4);
|
|
|
|
}
|