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