Add slang shaders for headless samples
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a442bdd683
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4 changed files with 104 additions and 9 deletions
34
shaders/slang/computeheadless/headless.slang
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34
shaders/slang/computeheadless/headless.slang
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/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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RWStructuredBuffer<uint> values;
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[[SpecializationConstant]] const uint BUFFER_ELEMENTS = 32;
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uint fibonacci(uint n) {
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if(n <= 1){
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return n;
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}
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uint curr = 1;
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uint prev = 1;
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for(uint i = 2; i < n; ++i) {
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uint temp = curr;
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curr += prev;
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prev = temp;
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}
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return curr;
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}
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[numthreads(1, 1, 1)]
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[shader("compute")]
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void computeMain(uint3 GlobalInvocationID : SV_DispatchThreadID)
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{
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uint index = GlobalInvocationID.x;
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if (index >= BUFFER_ELEMENTS)
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return;
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values[index] = fibonacci(values[index]);
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}
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32
shaders/slang/renderheadless/triangle.slang
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32
shaders/slang/renderheadless/triangle.slang
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/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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struct VSInput
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{
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float3 Pos;
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float3 Color;
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};
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struct VSOutput
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{
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float4 Pos : SV_POSITION;
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float3 Color;
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};
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[shader("vertex")]
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VSOutput vertexMain(VSInput input, uniform float4x4 mvp)
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{
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VSOutput output;
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output.Color = input.Color;
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output.Pos = mul(mvp, float4(input.Pos.xyz, 1.0));
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return output;
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}
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[shader("fragment")]
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float4 fragmentMain(VSOutput input)
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{
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return float4(input.Color, 1.0);
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}
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