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| 1 | +// RUN: %dxilver 1.9 | %dxc -T lib_6_9 %s | %D3DReflect %s | %FileCheck %s -check-prefixes=RDAT |
| 2 | + |
| 3 | +// Check that stage flags are set correctly still for different barrier modes in SM 6.9. |
| 4 | + |
| 5 | +// RDAT: FunctionTable[{{.*}}] = { |
| 6 | + |
| 7 | +RWByteAddressBuffer BAB : register(u1, space0); |
| 8 | + |
| 9 | +// RDAT-LABEL: UnmangledName: "node_barrier" |
| 10 | +// RDAT: FeatureInfo1: 0 |
| 11 | +// RDAT: FeatureInfo2: (Opt_RequiresGroup) |
| 12 | +// RDAT: ShaderStageFlag: (Node) |
| 13 | +// RDAT: MinShaderTarget: 0xf0068 |
| 14 | + |
| 15 | +[shader("node")] |
| 16 | +[NodeLaunch("broadcasting")] |
| 17 | +[NodeDispatchGrid(1, 1, 1)] |
| 18 | +[NumThreads(1,1,1)] |
| 19 | +void node_barrier() { |
| 20 | + GroupMemoryBarrierWithGroupSync(); |
| 21 | + BAB.Store(0, 0); |
| 22 | +} |
| 23 | + |
| 24 | +// RDAT-LABEL: UnmangledName: "fn_barrier_device1" |
| 25 | +// RDAT: FeatureInfo1: 0 |
| 26 | +// RDAT: FeatureInfo2: 0 |
| 27 | +// RDAT: ShaderStageFlag: (Pixel | Vertex | Geometry | Hull | Domain | Compute | Library | RayGeneration | Intersection | AnyHit | ClosestHit | Miss | Callable | Mesh | Amplification | Node) |
| 28 | +// RDAT: MinShaderTarget: 0x60060 |
| 29 | + |
| 30 | +[noinline] export |
| 31 | +void fn_barrier_device1() { |
| 32 | + Barrier(UAV_MEMORY, DEVICE_SCOPE); |
| 33 | +} |
| 34 | + |
| 35 | +// RDAT-LABEL: UnmangledName: "fn_barrier_device2" |
| 36 | +// RDAT: FeatureInfo1: 0 |
| 37 | +// RDAT: FeatureInfo2: 0 |
| 38 | +// RDAT: ShaderStageFlag: (Pixel | Vertex | Geometry | Hull | Domain | Compute | Library | RayGeneration | Intersection | AnyHit | ClosestHit | Miss | Callable | Mesh | Amplification | Node) |
| 39 | +// RDAT: MinShaderTarget: 0x60068 |
| 40 | + |
| 41 | +[noinline] export |
| 42 | +void fn_barrier_device2() { |
| 43 | + Barrier(BAB, DEVICE_SCOPE); |
| 44 | +} |
| 45 | + |
| 46 | +// RDAT-LABEL: UnmangledName: "fn_barrier_group1" |
| 47 | +// RDAT: FeatureInfo1: 0 |
| 48 | +// RDAT: FeatureInfo2: (Opt_RequiresGroup) |
| 49 | +// RDAT: ShaderStageFlag: (Compute | Library | Mesh | Amplification | Node) |
| 50 | +// RDAT: MinShaderTarget: 0x60060 |
| 51 | + |
| 52 | +[noinline] export |
| 53 | +void fn_barrier_group1() { |
| 54 | + Barrier(GROUP_SHARED_MEMORY, GROUP_SYNC | GROUP_SCOPE); |
| 55 | +} |
| 56 | + |
| 57 | +// RDAT-LABEL: UnmangledName: "fn_barrier_group2" |
| 58 | +// RDAT: FeatureInfo1: 0 |
| 59 | +// RDAT: FeatureInfo2: (Opt_RequiresGroup) |
| 60 | +// RDAT: ShaderStageFlag: (Compute | Library | Mesh | Amplification | Node) |
| 61 | +// RDAT: MinShaderTarget: 0x60068 |
| 62 | + |
| 63 | +[noinline] export |
| 64 | +void fn_barrier_group2() { |
| 65 | + Barrier(BAB, GROUP_SYNC | GROUP_SCOPE); |
| 66 | +} |
| 67 | + |
| 68 | +// RDAT-LABEL: UnmangledName: "fn_barrier_node1" |
| 69 | +// RDAT: FeatureInfo1: 0 |
| 70 | +// RDAT: FeatureInfo2: 0 |
| 71 | +// RDAT: ShaderStageFlag: (Library | Node) |
| 72 | +// RDAT: MinShaderTarget: 0x60068 |
| 73 | + |
| 74 | +[noinline] export |
| 75 | +void fn_barrier_node1() { |
| 76 | + Barrier(NODE_INPUT_MEMORY, DEVICE_SCOPE); |
| 77 | +} |
| 78 | + |
| 79 | +// RDAT-LABEL: UnmangledName: "fn_barrier_node_group1" |
| 80 | +// RDAT: FeatureInfo1: 0 |
| 81 | +// RDAT: FeatureInfo2: (Opt_RequiresGroup) |
| 82 | +// RDAT: ShaderStageFlag: (Library | Node) |
| 83 | +// RDAT: MinShaderTarget: 0x60068 |
| 84 | + |
| 85 | +[noinline] export |
| 86 | +void fn_barrier_node_group1() { |
| 87 | + Barrier(NODE_INPUT_MEMORY, GROUP_SYNC | GROUP_SCOPE); |
| 88 | +} |
| 89 | + |
| 90 | +// RDAT-LABEL: UnmangledName: "fn_barrier_reorder" |
| 91 | +// RDAT: FeatureInfo1: 0 |
| 92 | +// RDAT: FeatureInfo2: 0 |
| 93 | +// RDAT: ShaderStageFlag: (Library | RayGeneration) |
| 94 | +// RDAT: MinShaderTarget: 0x60069 |
| 95 | + |
| 96 | +[noinline] export |
| 97 | +void fn_barrier_reorder() { |
| 98 | + Barrier(UAV_MEMORY, REORDER_SCOPE); |
| 99 | +} |
| 100 | + |
| 101 | +// RDAT-LABEL: UnmangledName: "node_barrier_device_in_call" |
| 102 | +// RDAT: FeatureInfo1: 0 |
| 103 | +// RDAT: FeatureInfo2: 0 |
| 104 | +// RDAT: ShaderStageFlag: (Node) |
| 105 | +// RDAT: MinShaderTarget: 0xf0068 |
| 106 | + |
| 107 | +[shader("node")] |
| 108 | +[NodeLaunch("broadcasting")] |
| 109 | +[NodeDispatchGrid(1, 1, 1)] |
| 110 | +[NumThreads(1,1,1)] |
| 111 | +void node_barrier_device_in_call() { |
| 112 | + fn_barrier_device1(); |
| 113 | + BAB.Store(0, 0); |
| 114 | +} |
| 115 | + |
| 116 | +// RDAT-LABEL: UnmangledName: "node_barrier_node_in_call" |
| 117 | +// RDAT: FeatureInfo1: 0 |
| 118 | +// RDAT: FeatureInfo2: 0 |
| 119 | +// RDAT: ShaderStageFlag: (Node) |
| 120 | +// RDAT: MinShaderTarget: 0xf0068 |
| 121 | + |
| 122 | +[shader("node")] |
| 123 | +[NodeLaunch("broadcasting")] |
| 124 | +[NodeDispatchGrid(1, 1, 1)] |
| 125 | +[NumThreads(1,1,1)] |
| 126 | +void node_barrier_node_in_call() { |
| 127 | + fn_barrier_node1(); |
| 128 | + BAB.Store(0, 0); |
| 129 | +} |
| 130 | + |
| 131 | +// RDAT-LABEL: UnmangledName: "node_barrier_node_group_in_call" |
| 132 | +// RDAT: FeatureInfo1: 0 |
| 133 | +// RDAT: FeatureInfo2: (Opt_RequiresGroup) |
| 134 | +// RDAT: ShaderStageFlag: (Node) |
| 135 | +// RDAT: MinShaderTarget: 0xf0068 |
| 136 | + |
| 137 | +[shader("node")] |
| 138 | +[NodeLaunch("broadcasting")] |
| 139 | +[NodeDispatchGrid(1, 1, 1)] |
| 140 | +[NumThreads(1,1,1)] |
| 141 | +void node_barrier_node_group_in_call() { |
| 142 | + fn_barrier_node_group1(); |
| 143 | + BAB.Store(0, 0); |
| 144 | +} |
| 145 | + |
| 146 | +// RDAT-LABEL: UnmangledName: "rg_barrier_reorder_in_call" |
| 147 | +// RDAT: FeatureInfo1: 0 |
| 148 | +// RDAT: FeatureInfo2: 0 |
| 149 | +// RDAT: ShaderStageFlag: (RayGeneration) |
| 150 | +// RDAT: MinShaderTarget: 0x70069 |
| 151 | + |
| 152 | +[shader("raygeneration")] |
| 153 | +void rg_barrier_reorder_in_call() { |
| 154 | + fn_barrier_reorder(); |
| 155 | + BAB.Store(0, 0); |
| 156 | +} |
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