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authorjsmall-nvidia <jsmall@nvidia.com>2023-06-26 18:15:36 -0400
committerGitHub <noreply@github.com>2023-06-26 15:15:36 -0700
commit4eef0424a657e19f51f2734ba0199b69ee7354bd (patch)
tree1179cc7c49d50f707f5f7342ad0c061e819d2636 /tests/bugs
parent7175f647f576a4d613928a87dc7140280df4217f (diff)
Handling SV_ClipDistance system semantic on GLSL/VK (#2942)
* Small fixes and improvements around reflection tool. * Make PrettyWriter printing a class. * WIP support for gl_ClipDistance * Working but doesn't have layout. * Check out param works with gl_ClipDistance. * Test clip distance works with out parameters. * Enable file check. * Add a test that splits clip distance writing. --------- Co-authored-by: Yong He <yonghe@outlook.com>
Diffstat (limited to 'tests/bugs')
-rw-r--r--tests/bugs/sv-clip-distance-array.slang19
-rw-r--r--tests/bugs/sv-clip-distance-out-param.slang28
-rw-r--r--tests/bugs/sv-clip-distance-split.slang35
-rw-r--r--tests/bugs/sv-clip-distance.slang32
4 files changed, 114 insertions, 0 deletions
diff --git a/tests/bugs/sv-clip-distance-array.slang b/tests/bugs/sv-clip-distance-array.slang
new file mode 100644
index 000000000..f0c6c9acc
--- /dev/null
+++ b/tests/bugs/sv-clip-distance-array.slang
@@ -0,0 +1,19 @@
+// sv-clip-distance.slang
+
+//TEST:SIMPLE(filecheck=CHECK): -profile sm_5_0 -stage vertex -entry mainVertex -target glsl
+
+//CHECK: out float gl_ClipDistance[2];
+//CHECK: gl_ClipDistance =
+
+struct VertexInput
+{
+ float3 position : POSITION;
+};
+
+void mainVertex(VertexInput vi, out float4 outPosition : SV_Position, out float outClips[2] : SV_ClipDistance)
+{
+ outPosition = float4(vi.position, 1);
+ outClips[0] = vi.position.x / 10;
+ outClips[1] = vi.position.z * 2;
+}
+
diff --git a/tests/bugs/sv-clip-distance-out-param.slang b/tests/bugs/sv-clip-distance-out-param.slang
new file mode 100644
index 000000000..776cd0c84
--- /dev/null
+++ b/tests/bugs/sv-clip-distance-out-param.slang
@@ -0,0 +1,28 @@
+// sv-clip-distance-out-param.slang
+
+//TEST:SIMPLE(filecheck=CHECK): -profile sm_5_0 -stage vertex -entry mainVertex -target glsl
+
+//CHECK: out float gl_ClipDistance[2];
+//CHECK: gl_ClipDistance[0] =
+//CHECK: gl_ClipDistance[1] =
+
+struct VertexInput
+{
+ float3 position : POSITION;
+};
+
+struct VertexOutput
+{
+ float4 position : SV_Position;
+
+ float clip0 : SV_ClipDistance0;
+ float clip1 : SV_ClipDistance1;
+};
+
+void mainVertex(VertexInput vi, out VertexOutput vo)
+{
+ vo.position = float4(vi.position, 1);
+ vo.clip0 = vi.position.x / 10;
+ vo.clip1 = vi.position.z * 2;
+}
+
diff --git a/tests/bugs/sv-clip-distance-split.slang b/tests/bugs/sv-clip-distance-split.slang
new file mode 100644
index 000000000..99adf4f31
--- /dev/null
+++ b/tests/bugs/sv-clip-distance-split.slang
@@ -0,0 +1,35 @@
+// sv-clip-distance-split.slang
+
+//TEST:SIMPLE(filecheck=CHECK): -profile sm_5_0 -stage vertex -entry mainVertex -target glsl
+
+//CHECK: out float gl_ClipDistance[3];
+//CHECK: gl_ClipDistance[0] =
+//CHECK: gl_ClipDistance[1] =
+//CHECK: gl_ClipDistance[2] =
+
+struct VertexInput
+{
+ float3 position : POSITION;
+};
+
+struct VertexOutput
+{
+ float4 position : SV_Position;
+
+ float clip0 : SV_ClipDistance0;
+ float clip1 : SV_ClipDistance1;
+};
+
+VertexOutput mainVertex(VertexInput vi, out float outClip : SV_ClipDistance2)
+{
+ VertexOutput vo;
+
+ vo.position = float4(vi.position, 1);
+ vo.clip0 = vi.position.x / 10;
+ vo.clip1 = vi.position.z * 2;
+
+ outClip = vi.position.y + 1;
+
+ return vo;
+}
+
diff --git a/tests/bugs/sv-clip-distance.slang b/tests/bugs/sv-clip-distance.slang
new file mode 100644
index 000000000..ccfafad85
--- /dev/null
+++ b/tests/bugs/sv-clip-distance.slang
@@ -0,0 +1,32 @@
+// sv-clip-distance.slang
+
+//TEST:SIMPLE(filecheck=CHECK): -profile sm_5_0 -stage vertex -entry mainVertex -target glsl
+
+//CHECK: out float gl_ClipDistance[2];
+//CHECK: gl_ClipDistance[0] =
+//CHECK: gl_ClipDistance[1] =
+
+struct VertexInput
+{
+ float3 position : POSITION;
+};
+
+struct VertexOutput
+{
+ float4 position : SV_Position;
+
+ float clip0 : SV_ClipDistance0;
+ float clip1 : SV_ClipDistance1;
+};
+
+VertexOutput mainVertex(VertexInput vi)
+{
+ VertexOutput vo;
+
+ vo.position = float4(vi.position, 1);
+ vo.clip0 = vi.position.x / 10;
+ vo.clip1 = vi.position.z * 2;
+
+ return vo;
+}
+