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renderdoc/util/test/demos/d3d11/d3d11_groupshared.cpp
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3.4 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2019-2025 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "d3d11_test.h"
RD_TEST(D3D11_Groupshared, D3D11GraphicsTest)
{
static constexpr const char *Description = "Test of compute shader that uses groupshared memory.";
std::string comp = R"EOSHADER(
RWStructuredBuffer<float> indata : register(u0);
RWStructuredBuffer<float4> outdata : register(u1);
groupshared float tmp[64];
[numthreads(64,1,1)]
void main(uint3 tid : SV_GroupThreadID)
{
if(tid.x == 0)
{
for(int i=0; i < 64; i++) tmp[i] = 1.234f;
}
GroupMemoryBarrierWithGroupSync();
float4 outval;
// first write, should be the init value for all threads
outval.x = tmp[tid.x];
tmp[tid.x] = indata[tid.x];
// second write, should be the read value because we're reading our own value
outval.y = tmp[tid.x];
GroupMemoryBarrierWithGroupSync();
// third write, should be our pairwise neighbour's value
outval.z = tmp[tid.x ^ 1];
// do calculation with our neighbour
tmp[tid.x] = (1.0f + tmp[tid.x]) * (1.0f + tmp[tid.x ^ 1]);
GroupMemoryBarrierWithGroupSync();
// fourth write, our neighbour should be identical to our value
outval.w = tmp[tid.x] == tmp[tid.x ^ 1] ? 9.99f : -9.99f;
outdata[tid.x] = outval;
}
)EOSHADER";
int main()
{
// initialise, create window, create device, etc
if(!Init())
return 3;
float values[64];
for(int i = 0; i < 64; i++)
values[i] = RANDF(1.0f, 100.0f);
ID3D11BufferPtr inBuf = MakeBuffer().Data(values).UAV().Structured(4);
ID3D11BufferPtr outBuf = MakeBuffer().Size(sizeof(Vec4f) * 64).UAV().Structured(sizeof(Vec4f));
ID3D11UnorderedAccessViewPtr inUAV = MakeUAV(inBuf);
ID3D11UnorderedAccessViewPtr outUAV = MakeUAV(outBuf);
ID3D11ComputeShaderPtr shad = CreateCS(Compile(comp, "main", "cs_5_0", true));
while(Running())
{
ClearRenderTargetView(bbRTV, {0.2f, 0.2f, 0.2f, 1.0f});
ClearUnorderedAccessView(outUAV, Vec4u());
ctx->CSSetShader(shad, NULL, 0);
ctx->CSSetUnorderedAccessViews(0, 1, &inUAV.GetInterfacePtr(), NULL);
ctx->CSSetUnorderedAccessViews(1, 1, &outUAV.GetInterfacePtr(), NULL);
ctx->Dispatch(1, 1, 1);
Present();
}
return 0;
}
};
REGISTER_TEST();